TEXT: “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 1 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 1 
   
  Dungeon Age 
  “DESERT ANGEL FIASCO” 
  an adventure for low-level play (1-3) 
  Written and illustrated by Joseph Robert Lewis © 2020 
   
  INTRODUCTION 
  Some say the world is dying. 
  Others say the desert is growing. 
  In either case, merchants and 
  princes always desire new ways 
  to cross the Great Sand Sea.  
  Today, someone has found a way 
  to fly over it. Who will tempt fate 
  and join the maiden voyage of 
  the Desert Angel? 
  No one knows what dangers or 
  treasure have lain hidden in the 
  heart of the desert for all these 
  eons. If you survive, you will be 
  the first. 
  ONE-SHOT 
  This adventure is intended as a 
  one-shot, but it can easily be 
  inserted into a campaign.  
  Any time your players wish to 
  travel to a distant city, you can 
  simply say there is a large desert 
  in their way, but luckily there is a 
  new flying ship they can travel 
  on. Good luck with that! 
  DESIGN NOTES 
  This adventure is intended for 
  low-level characters (1-3). It is 
  primarily geared for social 
  encounters and combat. 
  It runs 2 to 5 hours. 
  Players ride a flying ship across 
  the desert. Monsters attack. 
  Passengers plot treachery. 
  Mysterious locations appear.  
  You can keep the tone serious or 
  play up this ridiculous sequence 
  of disasters for laughs.  
  LAYOUT 
  The DM’s read-aloud text looks 
  like this. It’s brief! 
  Descriptions of locations focus 
  only on key adventure items. 
  You may assume that any 
  “missing” details are obvious, 
  such as a pot in a kitchen. 
  Items that are further explained 
  in their own bullet or section are 
  bolded and underlined. 
  Creature statistics are at the end 
  of each area/section. 
  OBVIOUS NOTE 
  The names and settings used in 
  this adventure are drawn from 
  the world of Dungeon Age. 
  Obviously, you can and should 
  change whatever you want to fit 
  in your campaign setting.  
  The creatures in this adventure 
  range in challenge rating from 
  easy to deadly. Obviously, you 
  can and should adjust the stats 
  and numbers of creatures to 
  meet the skills of your players or 
  your style of play. 
  But you already knew that, right? 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 2 
   
  CREDITS 
  “Desert Angel Fiasco” is published by Joseph 
  Robert Lewis under the Open Game License 
  vers 1.0a Copyright 2000 Wizards of the 
  Coast, Inc. 
  Product Identity: The following items are 
  hereby identified as Product Identity, as 
  defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: 
  All trademarks, proper names (characters, 
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  characters, and artwork. Elements that have 
  previously been designated as Open Game 
  Content are not included in this declaration. 
  Open Content: Except for material 
  designated as Product Identity (see above), 
  the game mechanics of this game product are 
  Open Game Content, as defined in the Open 
  Game License version 1.0a Section 1(d). No 
  portion of this work other than the material 
  designated as Open Game Content may be 
  reproduced in any form without written 
  permission. 
  “Desert Angel Fiasco” © 2020 Joseph Robert 
  Lewis, All Rights Reserved. 
  Cover art “Shipwreck” by Ivan Aivazovsky, 
  1854. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards 
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  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 3 
   
  NOTES FOR THE DM 
  INTRODUCTION 
  This is a linear adventure for 
  low-level characters.  
  The party boards the Desert 
  Angel for the 3-day crossing, and 
  then things happen to them.  
  In this adventure, the encounters 
  come to you! This may be good 
  for players who need an extra 
  nudge to go find things to do. 
  This emphasizes social 
  encounters and combat, with 
  some exploration and mystery-
  solving as well. 
   
  RAILROAD? 
  This is absolutely a linear 
  adventure. However, the DM 
  and the PCs can choose which 
  encounters to have along the 
  way. Also, the results of some 
  encounters can dramatically alter 
  later encounters. 
   
  IS THIS ADVENTURE 
  FAIR AND BALANCED? 
  No! And because the PCs are 
  trapped on this flying ship, there 
  is a real possibility that enough 
  bad rolls will wreck them in the 
  desert. And that is very bad. 
   
  HOW LONG IS THIS? 
  Between 2 and 5 hours. It 
  depends on the number of 
  encounters you choose to 
  include, and how long your 
  combats run. 
   
  COMBAT 
  There are many opportunities for 
  combat built into the locations 
  and the Sailing Checks. You can 
  add encounters by rolling more 
  Sailing Checks, or skip them to 
  move on. It’s up to you! 
  The creatures are statted fairly 
  weakly. To increase the challenge 
  or danger, just add more damage 
  to dice to their attacks (but don’t 
  give them more HP). 
   
  TREASURE 
  There are valuables and money 
  on the ship, as well as hidden in 
  some locations. There are also 
  opportunities to acquire weird 
  magic items and allies.  
  But the main challenge is to 
  survive the journey! 
   
   
   
   
   
  HOW TO RUN THIS 
  A few things to know: 
   The adventure is broken up 
  into Days and Nights. You 
  can do as many encounters in 
  each period as you wish. 
   Each Day/Night starts with 
  DM Notes that list where the 
  NPCs are and what can 
  happen. Characters marked 
  with (?) may be absent or 
  dead depending on events. 
   The ship can be damaged and 
  the crew can be killed, which 
  affects how the ship flies. You 
  will need to be mindful of this 
  for the Sailing Checks.  
   The map is intended for DM 
  use only. The encounters 
  come to you, so there are no 
  navigational choices to make. 
   
  PREP WORK 
  As always, I encourage you to 
  skim the whole adventure to 
  have a sense of it.  
  Most importantly, you should 
  really know The Ship (page 5) 
  and The Characters (page 8). 
  When you get started, tell the 
  players up front that you (or 
  they) will be rolling Sailing 
  Checks, which are affected by 
  ship damage and crew deaths. 
  So…they should care about 
  those things! 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 4 
   
  NPCS 
  There are 8 people on board at 
  the beginning, and opportunities 
  to pick up a couple more along 
  the way.   
  I highly recommend you get a 
  feel for The Characters ahead 
  of time (page 8). Some are 
  plotting things! Their behavior 
  should change depending on 
  how their plots turn out. 
  You definitely don’t need to play 
  out all of the plots! Just do the 
  ones you find interesting (or 
  have time for). 
  There are notes for every NPC 
  to help you roleplay them. 
   
  WHAT IS THE DC? 
  Short answer: It’s 13. 
  Longer answer: There are no 
  skill checks or saving throws 
  listed in this adventure. 
  Skill checks and saving throws 
  were left out to encourage more 
  organic play and narrative 
  problem-solving.  
  But if you like rolling dice (and 
  who doesn’t?), then a DC 13 
  works well for just about every 
  skill check or saving throw in this 
  adventure (for 5e). 
   
  BACKGROUND  
  The Great Sand Sea stretches 
  from the beautiful desert city of 
  Sahar to the grim town of 
  Khervik. Sahar is rich in silks, 
  spices, and glasswares, while 
  Khervik is rich in iron, copper, 
  and silver products.  
  Trade is natural.  
  But camel caravans around the 
  desert take 3 weeks, and can only 
  carry 6 tons of goods per trip. 
  Wealthy old adventurer Zhubid 
  Vahid has just paid a small 
  fortune to purchase a flying ship, 
  made from the bone marrow of 
  extinct Sonorous Titans.  
  This ship, the Desert Angel, can 
  carry 20 tons and should be able 
  to cross the center of the Great 
  Sand Sea in only 3 days. 
  No one has ever crossed the 
  heart of the desert before… 
   
   
   
   
   
   
   
   
  TODAY  
  Today is the maiden flight of the 
  Desert Angel. The Vahid Trading 
  Company has convinced enough 
  merchants to fill its hold with 
  silks and spices, as well as some 
  other strange odds and ends. 
  In addition to the five crew, 
  there are two merchants and one 
  pilgrim are on board.  
   
  STORY HOOK 
  Retired adventurer Zhubin Vahid 
  has purchased a flying ship to 
  run his new trading company. 
  But he is very worried about the 
  safety of his new ship and crew, 
  as well as the cargo!  
  He is looking for trustworthy 
  mercenaries to provide security 
  on the Desert Angel’s maiden 
  voyage. Payment upon (safe) 
  arrival at Khervik! 
   
   
   
   
   
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 5 
   
  THE SHIP
  DESCRIPTION 
  The Desert Angel is a 
  dunecutter, a newly invented 
  flying ship. It is held aloft by the 
  enchanted Titan bones in the 
  hull. It is propelled by the wind.  
  It handles identically to a ship at 
  sea. Except that it is floating 10 
  ft above the sand and can travel 
  50 ft per round. 
  The Desert Angel is 100 ft long 
  and 25 ft wide amidships. There 
  are two masts supporting two 
  lateen (triangular) sails.  
  There are three areas: Deck, 
  Cabin, and Hold. 
  (See illustration on page 6.) 
  DECK 
  A flat wooden deck, 100 x 25.  
   Hatch. Between the two 
  masts is a large square hatch 
  for moving cargo in and out 
  of the Hold. It’s always open.  
   Ballista. At the bow there is a 
  small ballista bolted to the 
  deck. Use the gunner’s 
  Dexterity to attack, dealing 
  3d6 damage.  
   Quarterdeck. At the stern is 
  the steering wheel shaded by a 
  canvas canopy. Several 
  comfortable benches are also 
  bolted to the deck here. 
   
  CABIN 
  The Cabin is located downstairs 
  directly below the Quarterdeck, 
  roughly 25 x 25.  
   Hammocks. 20, for both 
  crew and passengers 
   Galley. For preparing food. 
  HOLD 
  The Hold is downstairs next to 
  the Cabin, roughly 75 x 25. 
  There is a narrow walkway down 
  the center. To either side are 
  goods being transported for sale. 
   Thin wooden boxes are 
  packed with carefully wrapped 
  and folded bolts of raw silk 
  dyed in every color, as well as 
  tailored dresses and shirts. 
   Burlap sacks contain small 
  cloth bags full of ground 
  spices: paprika, pepper, 
  cinnamon, and more. One 
  bag contains three silver 
  spheres: angelfire grenades. 
   Wicker baskets packed with 
  straw contain elegant 
  glasswares: carafes, flutes, 
  wind chimes, lenses, etc. 
   A large stone jar, sealed with 
  holy wax. Contains a tiny 
  eldritch horror: Kyagatha. 
  Shipping info is missing! 
   A locked chest. Contains 
  lapis lazuli jewelry stolen from 
  the tomb of Solomon III. 
  Value: 3,000 GP. 
  EXPLORATION 
  Captain Ava wants to keep the 
  ship safe, but she also wants to 
  chart the inner desert. She needs 
  to identify safe places to drop 
  anchor, as well as dangerous 
  places to avoid, in the future. 
  If the PCs make a good case 
  either for or against exploring a 
  given place, then the Captain will 
  probably agree with them. 
  SAILING CHECKS 
  This adventure calls for regular 
  Sailing Checks. Simply roll 1d6, 
  or have a player roll it. 
  There are modifiers to this roll: 
  Captain Ava is alive 
  +1 
  QM Reza is alive 
  +1 
  Ship is off balance 
  -1 
  Hull is damaged 
  -1 
  Sails are damaged 
  -1 
  1,2,3 = Fail      4,5,6 = Pass 
  Each check describes what a Pass 
  or Fail means for the ship. 
  DAMAGE/REPAIRS 
  Events can damage the hull or 
  sails of the Desert Angel. 
  Damage is not cumulative, it 
  simply is or is not. PCs can repair 
  hull and sail damage using: 
   Damaris’s magic, 1 hour. 
   PC magic, 4 hours. 
   PC tools/skills, 8 hours. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 6 
   
   
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 7 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 8 
   
  THE CHARACTERS
  CREW 
  CAPTAIN Ava Bahar, 62.  
   Short white hair, dark brown 
  skin, patch over left eye. 
  Expensive black silks, a loose 
  golden headscarf.  
   Expert sailor, very protective 
  of her ship and crew.  
   Tells bizarre tales of sailing on 
  vast saltwater seas. All true. 
  QUARTERMASTER (QM) 
  Reza Sadeq, 36.  
   Black hair and beard. Tall, 
  muscular. Heavy eyeliner. 
  Loose white silk shirt and 
  blue linen pants.  
   Barks orders at the sailors. 
  Brags about his army service.  
   Secretly planning to kill Ava 
  and take over as captain. 
  COOK Naveed Musa, 74.  
   Short, frail, bald. Thick white 
  mustache and eyebrows. 
  Dingy gray tunic and slippers.  
   Exhausted, timid, polite.  
   Secretly a thief working with 
  pirates to steal the jewels. 
  SAILOR Leyla, 24.  
   Frizzy hair, chatty. She is 
  honest, polite, and very lazy. 
  SAILOR Eskander, 22.  
   Floppy hair, shy. He is also 
  honest, polite, and very lazy. 
    
  PASSENGERS 
  MERCHANT Ira Jaron, 58.  
   Gray beard, squinty eyes. Red 
  turban, brown kaftan. Smells 
  strongly of camels.  
   Spice trader. Speaks proudly 
  of his daughters, who are 
  taking over his caravan.  
   Secretly planning to blow up 
  the ship to protect his 
  daughters’ business. 
  MERCHANT Soraya Gol, 29.  
   Curling red hair, yellow dress, 
  red tattoos on her arms.  
   Silk trader. Polite and 
  professional, charming.  
   Secretly, she is a diabolical 
  wizardess plotting to steal the 
  ship for herself so she can 
  explore the world. Prepared 
  to bribe the crew and 
  summon help on board.  
  PILGRIM Lev Meyer, 25.  
   Wavy brown hair, slender, 
  short, glasses. White turban, 
  gray kaftan.  
   Friendly, clever. Totally 
  sincere. Barely useful. 
   Returning home to Khervik 
  after exploring the religious 
  wonders of the desert cities. 
  Looking forward to his 
  mother’s borscht, beef 
  stroganoff, and blinis. 
   Smitten with Soraya Gol.  
   
  OTHERS 
  DUSTEATER Damaris, ???.  
   Shaggy brown hair, rough 
  brown skin, slender. Dingy 
  gray rags. Barefoot. 
   Earnest, honest, kind.  
   Lives as a hermit, stargazer, 
  worships the eldritch 
  abomination Sholleth on the 
  red moon Qaray. 
   Immortal. Eats dust and sand. 
  Sharp fingertips for climbing.  
   Can warp wood and stone 
  with her mind. This can repair 
  the ship quickly. 
   Wears a hideous wooden 
  mask to hide the writhing 
  tentacles in her mouth.  
   Invites you to worship 
  Sholleth and receive her gifts, 
  all it takes is a kiss! 
  MUMMY PRINCESS Varrani 
  Hagar, ???.  
   Desiccated gray corpse 
  wrapped in ivory cloth, attired 
  in golden armor and jewelry.  
   Highly intelligent and creative.  
   Laments the death of her 
  civilization. Enjoys writing 
  stories and poems. Rewards 
  intelligence. Punishes crime. 
   Instantly knows when people 
  tell lies in front of her. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 9 
   
  DAY 1
  DM NOTES 
  Where is everyone?  
  DECK 
   Captain Ava Bahar 
   Merchant Ira Jeron 
   Merchant Soraya Gol 
   Pilgrim Lev Meyer 
   Sailor Leyla 
   Sailor Eskander 
  CABIN 
   Cook Naveed Musa 
   Quartermaster Reza Sadeq 
  HOLD 
   No one 
   
  What happens today? 
   The ship sets sail 
   The cargo is unbalanced 
   Sailing Check (monsters) 
  You see 3 locations that the PCs 
  can choose to visit: 
   Oasis (monster) 
   Dunewreck (meet Damaris) 
   Rock Spire (find pirates) 
   
   
   
   
  LAUNCH! 
  At the outskirts of Sublime 
  Sahar, a ship made of wood 
  and bone hovers above the 
  sand in the warm morning 
  breeze. To the west, the dunes 
  of the Great Sand Sea ripple 
  out to the end of the world. 
  The sailors cast off the lines 
  from the makeshift dock, and 
  the Desert Angel sets sail. The 
  vessel flies in absolute silence, 
  except for the flapping canvas 
  and the creaking ropes. 
   
  SETTLE IN 
  The journey has begun, and the 
  crew has gone to their stations. 
  The PCs are free to move about, 
  meet the crew and passengers, or 
  explore the ship now. 
   
  BALANCE THE LOAD 
  During this “settling in” time, 
  Captain Ava calls out that the 
  ship feels off-balance and orders 
  that someone needs to shift the 
  cargo to balance the load. 
  Sailor Eskander acknowledges 
  the order, but doesn’t do it. 
  If the PCs help, it takes 1 person 
  4 hours or 2 people 2 hours to 
  balance the cargo. 
  If the cargo is not balanced, then 
  Captain Ava comments on it 
  again the next morning. 
  1  HEADING OUT 
  As you sail over the golden 
  dunes, the captain peers into 
  the distance to set a safe course. 
  Roll a 1d6 Sailing Check: 
   Pass. The captain spots a line 
  of Giant Sand Fleas about to 
  leap at the ship, but she deftly 
  avoids them. 
   Fail. Dozens of Giant Sand 
  Fleas leap into the air all 
  around the ship. Six of them 
  land on the deck and attack! 
   
  2  OASIS 
  Between the dunes, a dense 
  mound of greenery stretches 
  along the shores of a sparkling 
  pool. Stunted palm trees rustle 
  in the hot morning wind.  
   Pool. 50 ft wide, 3 ft deep. 
  Two crumbling human 
  skeletons lie at the water’s 
  edge. The water is safe and 
  anyone who drinks it is 
  immune to poison for 3 
  days. Under the surface, a 
  giant oasis scorpion lies in 
  wait for fresh prey.  
   Trees. 10 ft tall. Each has 3d6 
  prickly dates. Delicious! 
   
   
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 10 
   
  3  DUNEWRECK 
  Around noon, you see the 
  desert floor is covered in large 
  swirling vortices of sand. 
  Between these whirlpools, a 
  decaying wooden ship lies on a 
  crusty ridge. A figure stands on 
  the wreck, waving at you.  
   Whirlpools. 100 ft wide. 
  Anything as heavy as a person 
  sinks immediately in the soft 
  sand and is sucked under.  
   Ship. Centuries old. Rotting. 
  Twice as large as the Desert 
  Angel. Captain Ava thinks it 
  looks like the ships she sailed 
  on the southern seas.  
   Figure. Damaris. Youthful, 
  kindly hermit in decaying rags. 
  Wooden mask over mouth. 
  Wants to ride on the ship for 
  the sheer novelty of flying. 
  Offers her ability to magically 
  mend wood. Claims she 
  doesn’t need food or water. 
  Says her mask is “private”.  
   See page 8 for more details. 
   
  DAMARIS’S MASK 
  Hand-carved mask of smoky 
  gray mystwood, covers the 
  nose and mouth. Engraved 
  with tentacles. You hear the 
  whispers of the horror 
  Sholleth the Writhing Dream. 
  Constantly. You can survive 
  eating dust. Each morning, 
  there is 1 in 100 chance your 
  tongue turns into a tentacle. 
  Value: 1,000 GP 
  4  ROCK SPIRE 
  Late in the afternoon, you spy a 
  slender spire of crooked red 
  rock spears up from the desert 
  floor. Firelight flickers in a 
  cave half way up. A bright 
  white light glints from the top.  
   If the PCs go to the spire, 
  then the old cook Naveed 
  will wander up on Deck. He 
  advises the captain to avoid 
  this dangerous rock. He 
  points out that some of the 
  cargo is fragile glass. Captain 
  Ava agrees with him, unless 
  the PCs can change her mind. 
   Spire. 100 ft tall. Leans 
  slightly. Wind howls by it. 
   Cave. 60 ft up. The walls are 
  jagged and easy to climb. 
  Inside, two sky pirates with 
  Yumari gliders are dozing. 
  Bedrolls, water, rations, and 
  lots of knives. They plan to 
  attack from the air tonight. 
   Top. An old cracked mirror is 
  wedged into the rocks. The 
  beautiful frame is pure silver 
  worth 100 GP.   
   Pirates. Yared and Desta are 
  young thrill-seekers plotting 
  with the cook Naveed Musa 
  to steal the locked chest from 
  the Hold. Claim to be simple 
  adventurers. If caught, they 
  instantly implicate Naveed, 
  who denies everything. 
   If the PCs invite them onto 
  the ship, then they will still 
  rob the ship tonight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  YUMARI GLIDER 
  This wearable, collapsible 
  hang-glider can carry one 
  person. The user must launch 
  from a height of at least 60 
  feet. A glider can travel 50 
  miles. While flying, the user 
  cannot use their hands for any 
  other action. 
  Value: 10,000 GP 
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 11 
   
  DAY 1 CREATURES
  Giant Sand Flea 
  50 xp 
  Small beast 
  AC 
  HP 
  Leap 
  unaligned 
  15 
  10 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 15 (+2) 11 (+0) 
  1 (-5) 
  9 (-1) 
  3 (-4) 
   
   
   
   
   
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Leap. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 1 bludgeoning damage and the target is 
  knocked Prone. 
  Oasis Scorpion 
  750 xp 
  Large beast 
  AC 
  HP 
  Move 
  unaligned 
  15 
  50 
  40 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 
  1 (-5) 
  8 (-1) 
  3 (-4) 
   
   
   
   
   
   
  Senses. Blindsight 60 ft., Passive Perception 10 
  Amphibious. The scorpion breathes air and water. 
  Multiattack. The scorpion makes three attacks: two 
  with its claws and one with its sting. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) bludgeoning damage, and the target 
  is grappled. The scorpion has two claws, each of which 
  can grapple only one target. 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d6) piercing damage and 7 (2d6) 
  poison damage. 
   
   
  Sky Pirate 
  100 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Chaotic neutral 
  13 
  20 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 
   
   
   
   
   
   
  Senses. Passive Perception 15 
  Keen Sight and Hearing. The pirate has advantage 
  on Perception checks that rely on sight or hearing. 
  Multiattack. The pirate makes two attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 3 (1d6) piercing damage. 
  Crossbow. Ranged Weapon Attack: +4 to hit, ranged 
  80/320 ft., one target. Hit: 3 (1d6) piercing damage. 
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 12 
   
  NIGHT 1
  DM NOTES 
  Where is everyone?  
  DECK 
   Quartermaster Reza Sadeq 
   Cook Naveed Musa 
  CABIN 
   Captain Ava Bahar 
   Merchant Ira Jeron 
   Merchant Soraya Gol 
   Pilgrim Lev Meyer 
   Sailor Leyla 
  HOLD 
   Sailor Eskander 
   Damaris (?) 
   
  What happens tonight? 
   No Sailing Check 
   If you did not already 
  uncover the pirates’ plot, then 
  they try to rob the ship 
   If you did pick up Damaris, 
  then she starts sniffing around 
  the cargo in the Hold 
   
   
   
   
  NIGHTFALL 
  The blazing sun sets and 
  thousands of jewel-like stars 
  emerge from the blue-black 
  sky. The wind chills as the crew 
  shifts stations. The night is 
  clear and calm. 
   
  EXPLORE THE SHIP 
  On the Deck: 
   Reza Sadeq stands at the 
  wheel. Brags that he is a 
  better sailor than the captain, 
  even though this is his first 
  real voyage. 
   Naveed Musa is enjoying the 
  cool air before going to bed. 
  He says breakfast will be 
  ready an hour after sunrise. 
  In the Cabin: 
   The captain, merchants, 
  pilgrim, and Leyla are all 
  asleep in their hammocks. 
  In the Hold: 
   Eskander is asleep near the 
  main cargo hatch. 
   Damaris is poking around 
  the cargo. She says she smells 
  something familiar and she 
  can hear a faint whisper. No 
  one else senses anything. She 
  fixates on the stone jar. 
  5  MIDNIGHT RAID 
  *Only if the PCs did not 
  already catch the sky pirates* 
  Sky pirates attack! 
  If there is no PC on watch, 
  then in the morning you find: 
   The cook Naveed is missing 
   The sailor Eskander lies dead 
  (stabbed) in the Hold 
   The locked chest is missing 
  from the Hold 
  If there is a PC on watch on 
  the Deck, then they see two 
  people hang-glide onto the ship. 
  Yared and Desta attack! 
   Cook Naveed helps them! 
   Naveed has a glider hidden in 
  the Hold for his escape. 
   Their goal is to grab the 
  locked chest and escape. 
  In combat: 
   Naveed uses the ballista 
  against the PCs. 
   Reza “bravely” guards the 
  steering wheel. 
   Captain Ava fires a crossbow 
  at the pirates from cover. 
   The passengers do not help. 
   
  LOCKED CHEST 
  “From Anon., to Torescu.” 
  Lapis lazuli jewelry stolen 
  from Solomon III’s tomb. 
  Value: 3,000 GP 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 13 
   
  NIGHT 1 CREATURES
  Sky Pirate 
  100 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Chaotic neutral 
  13 
  20 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 
   
   
   
   
   
   
  Senses. Passive Perception 15 
  Keen Sight and Hearing. The pirate has advantage 
  on Perception checks that rely on sight or hearing. 
  Multiattack. The pirate makes two attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 3 (1d6) piercing damage. 
  Crossbow. Ranged Weapon Attack: +4 to hit, ranged 
  80/320 ft., one target. Hit: 3 (1d6) piercing damage. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 14 
   
  DAY 2
  DM NOTES 
  Where is everyone?  
  DECK 
   Captain Ava Bahar 
   Merchant Ira Jeron 
   Merchant Soraya Gol 
   Pilgrim Lev Meyer 
   Sailor Leyla 
   Sailor Eskander (?) 
  CABIN 
   Cook Naveed Musa (?) 
   Quartermaster Reza Sadeq 
  HOLD 
   Damaris (?) 
   
  What happens today? 
   Enter the Dead Sun Massif 
   Make 3 Sailing Checks  
   Discover the Cyan 
  Astrobleme ruins 
   Maybe visit the golden 
  pyramid and meet mummy 
  princess Varrani Hagar 
   
   
   
   
  DAWN 
  The sun rises bright and clear 
  over the desert. Sand streams 
  away from the dune crests on 
  the hot wind.  
  Ahead, a rugged wall of red 
  rock obscures the western 
  horizon. This must be the 
  fabled Dead Sun Massif!  
  Dozens of narrow canyons and 
  ravines lead deeper into the 
  ancient rock walls… 
   
  EXPLORE THE SHIP 
  On the Deck: 
   Everyone is nervous about 
  navigating the Dead Sun 
  Massif ahead. But Captain 
  Ava is confident she can do it. 
  In the Cabin: 
   Nothing interesting. 
  In the Hold: 
   Damaris is sitting by the 
  stone jar, petting it and 
  listening to it. Says she hears it 
  whispering something, but 
  can’t make it out. No one else 
  hears anything.  
   She is happy to convert you: 
  “Have you heard the good 
  news about our Undying 
  Mistress Sholleth the Writhing 
  Dream?” 
  6  DEAD SUN MASSIF 
  There are six possible Sailing 
  Checks listed below to travel 
  through the Dead Sun Massif. 
  Choose (or roll 1d6 for) any 
  three of them in any order. 
   
  SAILING CHECK #1 
  A crooked stone arch looms 
  low over the ravine ahead.  
   Pass. The ship leans 
  dangerously to one side and 
  slides safely under the low 
  stone arch, which collapses 
  behind you in a cloud of dust. 
   Fail. The mast clips the low 
  stone arch and small rocks 
  pepper the deck. Everyone on 
  the Deck takes d6 damage as 
  the arch collapses on the stern 
  of the ship. The hull is now 
  Damaged. 
   
  SAILING CHECK #2 
  A giant amber nest bulges 
  from the rock wall. It buzzes.  
   Pass. The ship darts around 
  the giant nest. Man-sized 
  Amber Wasps emerge to give 
  chase but cannot catch you. 
   Fail. The ship is becalmed 
  beside the nest, and d6 
  Amber Wasps attack anyone 
  on deck. Water or Cold drives 
  them away quickly. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 15 
   
  SAILING CHECK #3 
  A shrieking wind blasts out of 
  the canyon ahead. The jagged 
  walls sparkle in the sunlight.  
   Pass. The ship is battered by 
  winds and stinging dust, but 
  escapes unharmed. You find 
  200 GP worth of diamond 
  dust on the Deck. 
   Fail. The ship slams into the 
  glittering rock wall, grinding 
  and cracking the ribs. The hull 
  is now Damaged. You find 
  d6 tiny diamonds worth 10 
  GP each rolling on the Deck. 
   
  SAILING CHECK #4 
  The air grows hot and humid, 
  and it reeks of sulfur. Tiny 
  holes in the rock walls glisten 
  all around you. Acid geysers!  
   Pass. The ship deftly whizzes 
  through the acid mist and 
  between the burning spouts, 
  barely sizzling at all. The thin 
  acidic mist also scours away 
  the desert filth on your skin 
  and hair. Everyone on the 
  Deck gains 1 HP. 
   Fail. The ship swings wide 
  directly into a soaring spout 
  of sickly yellow acid. The 
  rigging hisses as it quickly 
  disintegrates. The sails are 
  now Damaged. 
   
   
   
   
  SAILING CHECK #5 
  The passage forces you down 
  into a dark tunnel dripping 
  with long, pointed stalactites!  
   Pass. The ship slices silently 
  between the stalactites 
  dripping from the ceiling, and 
  50 GP worth of Lesser 
  Kyraptor guano spatters on 
  the Deck (can be made into 
  one small explosive vial). 
   Fail. The sails and rigging 
  tangle and tear on the 
  stalactites as a swarm of 
  Lesser Kyraptors attack 
  everyone on the Deck. The 
  sails are now Damaged. 
   
  SAILING CHECK #6 
  A rippling black rift appears in 
  the sky and a thousand tiny 
  white worms rain down!  
   Pass. The worms pepper the 
  sun-baked Deck and instantly 
  die in the harsh heat. You 
  collect 3d6 dead Vermesh 
  Spawn worth 50 GP each to 
  the right collector. 
   Fail. The worms pepper the 
  shaded deck and begin to 
  scream. Everyone on the 
  Deck takes d6 psychic 
  damage per minute until the 
  worms are smashed or swept 
  away. You collect 2d6 dead 
  Vermesh Spawn worth 50 GP 
  each to the right collector. 
   
   
   
  7  CYAN ASTROBLEME 
  You emerge from the rocky 
  corridors of the Dead Sun 
  Massif above an iridescent blue 
  crater over a league wide.  
  Blue stone ruins dot the crater 
  floor. Solar zombies stumble 
  across the searing rock, their 
  blackened bodies crackling with 
  tiny blue flames.  
   During the night, the burnt 
  corpses of the solar zombies 
  lie still on the ground, hissing 
  and groaning, too weak to 
  move by starlight. 
  Sailing Check: 
   Pass. You easily chart a 
  course to avoid both the ruins 
  and the shambling corpses. 
   Fail. Blinded by the light 
  reflected from the blue crater, 
  you steer too close to a 
  crumbling ruin and d6 solar 
  zombies leap onto the ship 
  from the broken walls. 
  If you stop to explore the ruins: 
   Ruins are 1,000 years old. 
   Only broken walls and 
  foundations remain. 
   Incomplete etchings and 
  mosaics reveal a sun-
  worshipping culture. 
   You find 100 GP worth of 
  platinum dust in a corner. 
   Eventually, d6 solar zombies 
  find and attack you. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 16 
   
  8  GOLDEN PYRAMID 
  In the center of the blue crater 
  stands a polished black marble 
  pillar. Upon it, a golden 
  pyramid gleams brilliantly in 
  the midday sunlight. 
   Pillar. 50 ft square, 20 ft high. 
  Perfectly straight flat sides. 
   Pyramid. 40 ft square, 40 ft 
  high. Pure gold. No markings. 
  A rectangular entrance on the 
  east side. A small crystal 
  pyramid at its apex. 
   Entrance. The walls, floor, 
  and ceiling of the 15 ft 
  passage are covered in crystal 
  tiles. A dense lattice of 
  burning white beams criss-
  cross the hall. 
   If you enter, take d6 ancient 
  laser damage for every 5 ft of 
  movement.  
   The beams are powered by 
  the crystal atop the pyramid. 
  Solutions include covering or 
  breaking the top crystal, or 
  breaking the crystal tiles, or 
  reflecting the lasers back on 
  themselves.  
   
  HAGAR’S CAT 
  Once per day, you can place 
  this tiny gold figurine beside 
  an object and the cat will 
  shove the object one foot 
  forward, no matter how large 
  or heavy or immovable the 
  object may be. 
  Value: 2,000 GP 
   
  INSIDE 
  The interior of the pyramid is 
  one large chamber. The walls 
  are plated in gold. A treasure 
  trove glitters all around you. In 
  the center, a corpse woman 
  hums to herself on a plush blue 
  silken couch. 
   Trove. Statues, figurines, 
  urns, necklaces, crowns, rings. 
  All gold, all cat iconography. 
  In total, worth 15,000 GP and 
  weighs 5 tons. 
   Woman. Varrani Hagar, 
  mummy princess of a dead 
  civilization. Hideously 
  dessicated. Wears graying rags 
  and golden armor. Highly 
  intelligent and artistic.  
  LORE:  The word “varrani” 
  means princess.  
   She instantly knows if anyone 
  tells a lie. 
   Currently working on a poem. 
  She asks, “What is a word 
  for the smell of rain on soil?” 
  If you answer “petrichor” 
  then she rewards you with a 
  small golden cat figurine. 
   If you give her a gold item, 
  she answers any one question 
  about the desert or the people 
  in the room. 
   If you steal anything from 
  her trove, she instantly senses 
  it and attacks. 
   If you entice her, she will 
  leave with you (sealing the 
  pyramid shut behind her). 
   
  9  SABOTAGE 
  As the sun sinks low in the 
  western sky, the pilgrim Lev 
  Meyer comes to you holding a 
  small silver orb. It is ticking. 
   He says, “I found this a 
  moment ago in the cabin. It 
  was stuck between two boards 
  in the corner. I wasn’t sure 
  what it was. Is it yours?” 
   Orb. An angelfire grenade. 
  Rare, expensive, and very 
  dangerous. Currently armed, 
  will detonate in 3 minutes. No 
  obvious way to defuse it. 
   Two more. There are two 
  more armed grenades in the 
  Hold. You have 3 minutes to 
  find them. 
   Boom? If any grenades 
  detonate on board, then the 
  hull is Damaged. Anyone 
  nearby takes 2d6 damage. Any 
  cargo nearby is destroyed 
  (except the stone jar). 
   Who did it?  
  The merchant Ira Jaron set 
  the grenades. He wants to 
  destroy the ship to protect his 
  camel caravan business, which 
  he has left to his daughters. 
   
  ANGELFIRE GRENADE 
  Apple-sized silver sphere. 
  Twist to arm, 3secs or 3mins 
  to boom. 1d6 fire + 1d6 
  thunder damage. Ignites or 
  shatters nearby objects. 
  Value: 500 GP 
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 17 
   
  DAY 2 CREATURES
  Amber Wasp 
  100 xp 
  Medium beast 
  AC 
  HP 
  Fly 
  unaligned 
  12 
  10 
  50 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 10 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
   
   
   
   
   
  Senses. Passive Perception 10 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d6) piercing damage and 3 (1d6) 
  poison damage.  
  Snatch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: the target is grappled and lifted into the 
  air, and the wasp carries the target back toward its nest 
  at half speed. 
  Swarm of Lesser Kyraptors 
  75 xp 
  Medium swarm 
  AC 
  HP 
  Fly 
  unaligned 
  12 
  25 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (-3) 
  14 (+2) 10 (+0) 
  2 (-4) 
  12 (+1) 
  4 (-3) 
   
   
   
   
   
   
  Damage Resistances. Bludgeoning, Piercing, Slashing 
  Senses. Blindsight 60 ft., Passive Perception 11 
  Echolocation. The swarm can’t use its blindsight while 
  deafened. 
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
  Solar Zombie  
  200 xp 
  Medium undead 
  AC 
  HP 
  Move 
  Neutral evil 
  8 
  20 
  20 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 10 (+0) 16 (+3) 
  2 (-4) 
  6 (-2) 
  4 (-3) 
   
   
   
   
   
   
  Senses. Passive Perception 8 
  Searing Aura. Area Effect: Any creature that ends its 
  turn within 5 feet of the zombie takes 1 fire damage 
  from the heat radiating from its flaming flesh. 
  Scorching Slam. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage 
  and 3 (1d6) fire damage. 
  Raging Flare. Reaction: When a zombie takes damage 
  from a melee attack, the attacker takes 1 fire damage. 
  Varrani Hagar  
  750 xp 
  Medium undead 
  AC 
  HP 
  Move 
  Lawful neutral 
  14 
  50 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 
   
   
   
   
   
   
  Damage Resistances. Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Condition Immunities. Charmed, Frightened 
  Senses. Darkvision 60 ft., Passive Perception 11 
  Multiattack. Varrani Hagar makes two attacks with 
  her scimitar. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) slashing damage. 
  Dreadful Aura. Any creature that finishes its turn 
  within 5 feet of Varrani Hagar is instantly Frightened of 
  her until the end of their next turn. 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 18 
   
  NIGHT 2
  DM NOTES 
  Where is everyone?  
  DECK 
   Quartermaster Reza Sadeq 
   Varrani Hagar (?) 
  CABIN 
   Captain Ava Bahar 
   Merchant Ira Jeron (?) 
   Merchant Soraya Gol 
   Pilgrim Lev Meyer 
   Cook Naveed Musa (?)  
   Sailor Leyla 
   Sailor Eskander (?) 
  HOLD 
   Damaris (?) 
   
  What happens tonight? 
   Sailing Check (sandstorm) 
   Reza Sadeq tries to kill 
  Captain Ava 
   Damaris tries to open the 
  stone jar 
   
   
   
   
  DARK CLOUDS 
  As you leave the crater and 
  return to the western dunes, the 
  wind tonight is strangely warm. 
  Dark clouds roil and churn on 
  the southern horizon. The stars 
  hide their light. Everyone is 
  uneasy and goes to bed early. 
   
  10  SANDSTORM 
  A sandstorm stampedes toward 
  the ship, blotting out the sky, 
  roaring with thunder, crackling 
  with lightning, and hissing with 
  deadly flying sand. 
  Roll a 1d6 Sailing Check: 
   Pass. You skirt the edge of 
  the storm, daring it to touch 
  you. In the darkness, you see 
  the smoky shape of a giant 
  bird skull hovering high above 
  the churning chaos. 
   Fail. Unable to outrun the 
  predator wind, the hissing 
  sand shreds the sails. Anyone 
  on the Deck takes 1d6 
  damage from flying debris. 
  The sails are now Damaged. 
   Exception: If Varrani 
  Hagar is on board, then she 
  protects the ship from the 
  storm. The sand flies around 
  the ship as though it were 
  within a protective bubble. 
  She says, “The desert cannot 
  harm its true mistress.” 
   
  11  MUTINY 
  If a PC is awake on the Deck: 
  As the night grows cooler and 
  the stars shine brighter, you 
  notice that the Quartermaster 
  Reza Sadeq is no longer here. 
  No one is steering the ship.  
   Reza. Currently sneaking into 
  the Cabin to poison Captain 
  Ava. He will then carry her 
  upstairs and throw her 
  overboard. A poison-soaked 
  rag is in his hand. He wants 
  the prestige and the wages of 
  a captain for himself. 
   If you catch him before 
  killing her, he denies any 
  wrong-doing. The poison rag 
  reeks of rotten eggs. 
   If you catch him carrying 
  her body, he claims he found 
  her ill and is helping her to get 
  some fresh air. 
   If you don’t catch him, then 
  Captain Ava is gone in the 
  morning. Her hammock 
  smells faintly of rotten eggs. 
   If Captain Ava drank the 
  oasis water, then she is 
  immune to poison. She wakes 
  up and begins fighting with 
  Reza. Everyone in the Cabin 
  also wakes up. 
   
   
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 19 
   
  12  MADNESS 
  *Only if Damaris is on board* 
  Late in the night, a soft clinking 
  sound carries through the ship. 
  Clink, Clink, Clink. Every few 
  seconds. The noise is coming 
  from the Hold.  
  Damaris is trying to chip open 
  the stone jar. Roll 1d6 on each 
  Clink. On a 1, the jar opens. 
   Noise. Damaris is chipping 
  the wax seal off of the stone 
  jar. She will beg desperately 
  on behalf of the captive 
  creature, claiming she can 
  hear it crying out for freedom.  
   No one else hears anything. If 
  the PCs demand proof from 
  her, Damaris removes her 
  mask and reveals the 
  tentacles in her mouth.  
   If you try to stop her, 
  Damaris refuses to stop. She 
  must be subdued. She is not 
  beaten easily. 
   If you try to help her, it only 
  takes a minute to remove the 
  wax seal and open the jar.   
   
   
   
   
   
   
   
   
   
  OPEN THE JAR 
  A tiny wriggling mass of fleshy 
  tentacles tumbles out of the jar. 
  Its three golden eyes slide 
  smoothly across its red skin. It 
  crawls to the nearest bundle of 
  spices and begins to feed. 
  Kyagatha is an eldritch horror. 
  It simply wishes to eat and grow. 
  It is immortal, amoral, and 
  completely fearless. It cannot be 
  negotiated with, or killed by the 
  likes of you. 
   Damaris thinks Kyagatha is 
  wonderful and beautiful and 
  will not harm it. She doesn’t 
  care if the ship crashes.  
   Varrani Hagar has no power 
  over the creature. She will 
  help if she can, but she will 
  flee if she must. 
  Every minute that it feeds, 
  Kyagatha grows one size level: 
  Tiny, Small, Medium, Large, 
  Huge, Gargantuan.  
   When it is Large (3 mins), it 
  will no longer fit inside the 
  stone jar.  
   When it is Gargantuan (5 
  mins), the ship bursts apart 
  and crashes in the desert. 
  Options: 
   Grapple the horror back into 
  the jar and re-seal it. The jar is 
  blessed and can contain it 
  indefinitely. 
   Grapple the horror outside 
  and throw it overboard. 
   Leap overboard and run! 
   
   
   
   
   
  LORE: Eldritch horrors are 
  known as the yugharim. 
  They were the first beings 
  created in this world, and are 
  generally seen as a mistake.  
   
  By contrast, the next beings to 
  be created, the seraphim and 
  the angelim, are considered 
  most holy.    
   
  The only object that can harm 
  a yugharim is a crystal knife 
  made from the tooth of one 
  of the seraphim. 
   
  You probably don’t have one.
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 20 
   
  NIGHT 2 CREATURES
  Damaris 
  500 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Neutral 
  15 
  50 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 
   
   
   
   
   
   
  Senses. Passive Perception 12 
  Condition Immunities. Charmed, Exhausted, 
  Frightened, Poisoned 
  Spellcasting. Damaris can cast Suggestion and Hunger 
  of Hadar (spell save DC 13). 
  Eldritch Visage. Damaris reveals her mouth full of 
  cosmic tentacles. Any creature that ends its turn within 
  5 feet of her takes 1 psychic damage. 
  Multiattack. Damaris makes two claw attacks. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) slashing damage. 
  Reza Sadeq 
  200 xp 
  Medium humanoid 
  AC 
  HP 
  Move 
  Neutral evil 
  12 
  30 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 
   
   
   
   
   
   
  Skills. Deception +5, Insight +4, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses. Passive Perception 11 
  Cunning Action. On each of his turns, Reza can use a 
  bonus action to Dash, Disengage, or Hide. 
  Multiattack. Reza makes two melee attacks. 
  Mutinous Dagger. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 7 (2d6) slashing damage. 
   
  Kyagatha the Endless Hunger 
  ----- xp 
  Tiny Aberration 
  AC 
  HP 
  Move 
  Pure chaos 
  1 
  999 
  50 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 24 (+8) 10 (+0) 10 (+0) 10 (+0) 
   
   
   
   
   
   
  Skills. Acrobatics +5, Sleight of Hand +5 
  Senses. Passive Perception 10 
  Immunities. Everything 
  Fluid Flesh. The creature’s flesh flows like water 
  around weapons and spell effects. You cannot harm it. 
  Devour. As an action, the creature can swallow any 
  one object or creature smaller than itself within 5 feet. 
  The object or creature is instantly digested and cannot 
  be recovered. 
  Uncanny Growth. For every minute that passes in 
  which the creature devours something, it grows in size 
  by one level (Tiny, Small, Medium, Large, Huge, 
  Gargantuan). 
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 21 
   
  DAY 3
  DM NOTES 
  Where is everyone?  
  DECK 
   Captain Ava Bahar (?) 
   Merchant Ira Jeron (?) 
   Merchant Soraya Gol 
   Pilgrim Lev Meyer 
   Sailor Leyla 
   Sailor Eskander (?) 
   Damaris (?) 
   Varrani Hagar (?) 
  CABIN 
   Cook Naveed Musa (?) 
   Quartermaster Reza Sadeq (?) 
  HOLD 
   None 
   
  What happens today? 
   Sailing Check (cacti) 
   Skyjacking (Soraya Gol) 
   Phoenix collision 
   
   
   
   
  DAWN 
  The sun rises to reveal the 
  desert floor hidden beneath a 
  thick forest of dead cacti. 
  Thousands of gray trunks 
  covered in long needles lie in 
  heaps for miles in all directions.  
   
  13  GRAY WASTE 
  Hot updrafts lift the dead cacti 
  up into shivering gray streamers 
  higher than the ship’s masts. 
  Roll a 1d6 Sailing Check: 
   Pass. You carefully weave the 
  ship around and between the 
  waving cacti, avoiding their 
  deadly needles. 
   Fail. Unable to dodge the 
  unpredictable cacti, the heavy 
  dead trunks thump and scrape 
  the hull. Needles snag and 
  snarl in the sails and rigging. 
  The ship is caught! Spend 2d6 
  minutes hacking the ship free 
  of the flopping gray cacti. 
  Everyone on the Deck takes 
  1d6 needle damage. The sails 
  are now Damaged.  
   
   
   
   
   
   
   
  14  PHOENIX  
  Early in the afternoon, at the 
  peak of the day’s heat, you spot 
  a dark shape in the sky. It 
  tumbles wildly, plummeting 
  toward the ship. Before you can 
  react, a flaming black bird 
  crashes into the main sail, 
  where it hangs and burns.  
   The phoenix lies motionless 
  in the rigging, dying in flames. 
   Bird. Pyroclastic Phoenix. 
  Large size. Looks like a 
  jumble of obsidian shards, 
  shiny black and ashen white, 
  and entirely on fire.  
   If you attack it, it tumbles 
  out of the sail and it falls 
  harmlessly overboard. 
   If you do nothing, then in 5 
  minutes the phoenix and the 
  sail are reduced to ash, which 
  flutters down to the deck. A 
  baby phoenix rolls out of the 
  ashes and imprints on the first 
  person to feed it.  
   Baby Phoenix. Its kitten-
  sized body and feathers are all 
  obsidian shards and basalt 
  rock, it is always on fire, and it 
  is absolutely adorable. 
   Note: There is one spare sail 
  in the Hold. 
   
   
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 22 
   
  15  SKYJACKING 
  Late in the afternoon, Soraya 
  Gol holds a black rod over the 
  helm and begins chanting in a 
  strange language.  
   Chanting. In a moment, she 
  casts Sleep on everyone on 
  board except the PCs, 
  Damaris, and Varrani Hagar.  
   She says, “I’m taking this 
  ship. It’s mine now. Anyone 
  willing can stay on as my 
  crew. Everyone else is getting 
  off. One way or the other.” 
   She offers, “If you let me 
  take the ship without any fuss, 
  then I’ll drop you off in 
  Khervik with 50 GP in each 
  of your purses.”  
   She then summons three Iron 
  Skeletons to serve and 
  protect her. 
   Soraya Gol is a career wizard 
  merely posing as a merchant. 
  She wants to steal the ship so 
  she can travel the world. 
  Loot: 500 GP 
  SOYARA’S ROD 
  This twisted black rod has 
  three charges. Burn one 
  charge to make one humanoid 
  sleep for 1 minute. Burn all 
  three charges to roll an 8d8 
  Sleep spell. The rod regains all 
  its charges at dawn. 
  Value: 2,000 GP 
   
  KHERVIK 
  As the sun dips low to the 
  horizon, you sight a grassy 
  ridge at the desert’s edge. A 
  grim town of gray stone 
  buildings and timber lodges 
  stands on the green plain. 
   Town. You have arrived at 
  the town of Khervik!  
   The people here are stunned 
  to see a flying ship. They are 
  not at all prepared. There is 
  no docking platform.  
   But you have arrived! 
  Whoever is in command of 
  the ship allows you to leave 
  with whatever is in your 
  possession.  
   Damaris and Varrani Hagar 
  are both unwilling to leave the 
  desert. The grassy plain is 
  disturbing to them. 
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 23 
   
  DAY 3 CREATURES
  Iron Skeleton 
  200 xp 
  Medium construct 
  AC 
  HP 
  Move 
  unaligned 
  16 
  10 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 16 (+3) 
  8 (-1) 
  8 (-1) 
  6 (-3) 
   
   
   
   
   
   
  Damage Immunities. Fire, Poison 
  Vulnerabilities. Acid 
  Multiattack. The skeleton makes two melee attacks. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) bludgeoning damage. 
  Shove. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: target is Prone and takes 3 (1d6) damage. 
   
  Soraya Gol 
  50 xp 
  Medium humanoid 
  AC 
  HP 
  Speed 
  neutral 
  12 
  40 
  30 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 
   
   
   
   
   
   
  Spellcasting. Her spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks).  
       Cantrips: mage hand, gust, prestidigitation 
       Spells: magic missile, shield, wind wall 
  Summon Iron Skeletons. She summons 1d4 
  servants, which appear within 10 feet of her. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) 
  piercing damage. 
  Pyroclastic Phoenix (dying) 
  --- xp 
  Large monstrosity 
  AC 
  HP 
  Fly 
  Lawful neutral 
  18 
  25 
  -- ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 
   
   
   
   
   
   
  Immunities. Fire 
  Senses. Passive Perception 14 
  Actions. None. 
   
  Pyroclastic Phoenix (young) 
  500 xp 
  Small monstrosity 
  AC 
  HP 
  Fly 
  Lawful neutral 
  15 
  50 
  60 ft 
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 
   
   
   
   
   
   
  Immunities. Fire 
  Senses. Passive Perception 11 
  Burning Aura. The phoenix sheds bright light in a 20-
  foot radius and dim light in an additional 20 feet. No 
  Cold effects can occur within this radius.  
  Multiattack. The phoenix makes two attacks. 
  Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) slashing damage and 7 (2d6) fire 
  damage. 
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (3d6) piercing damage. 
   
   
  
  “Desert Angel Fiasco” 
  A Dungeon Age Adventure 
  Page 24 
   
  TREASURE
   
  ANGELFIRE GRENADE 
  Apple-sized silver sphere. Twist to arm, 3secs or 
  3mins to boom. 1d6 fire + 1d6 thunder damage. 
  Ignites or shatters nearby objects. 
  Value: 500 GP 
   
  DAMARIS’S HIDEOUS MASK 
  Hand-carved mask of smoky gray mystwood, 
  covers the nose and mouth. Engraved with 
  tentacles. You hear the whispers of the horror 
  Sholleth the Writhing Dream. Constantly. You can 
  survive eating dust. Each morning, there is 1 in 
  100 chance your tongue turns into a tentacle. 
  Value: 1,000 GP 
   
  HAGAR’S CAT 
  Once per day, you can place this tiny gold figurine 
  beside an object and the cat will shove the object 
  one foot forward, no matter how large or heavy or 
  immovable the object may be. 
  Value: 2,000 GP 
   
   
  REZA’S MUTINOUS DAGGER 
  This magical bronze weapon gains +1 to attack 
  and it deals 2d6 damage to Lawful creatures, but 
  only 1d6 to Neutral or Chaotic creatures. 
  Value: 500 GP 
   
  SOYARA’S BLACK ROD 
  This twisted black rod has three charges. Burn one 
  charge to make one humanoid sleep for 10 
  minutes. Burn all three charges to roll an 8d8 Sleep 
  spell. The rod regains all its charges at dawn. 
  Value: 2,000 GP 
   
  YUMARI GLIDER 
  This wearable, collapsible hang-glider can carry 
  one person. The user must launch from a height of 
  at least 50 feet. A glider can travel 50 miles. While 
  flying, the user cannot use their hands for any 
  other action. 
  Value: 10,000 GP 
   
   
   
   
   
   
  Copyright © 2020 Joseph Robert Lewis  ▪  Artwork and maps by Joseph Robert Lewis  ▪  Edition: August 2020  
  This is a work of fiction. Names, characters, places, and incidents either are products of the author’s imagination or are used fictitiously. 
  Any resemblance to actual events, locales, or persons, living or dead, is entirely coincidental.  
  www.dungeonage.com 
  www.josephrobertlewis.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragon Age/Dungeon Age - Desert Angel Fiasco.pdf