The Golden Sea



Area description:
The windswept sand dunes of the “golden sea” desert tower as wide as the eye can see, hiding a singular point of interest

Key Locations:
The Eternal Caravan: The Bedouin campsite of the eternal caravan: a location that moves about the great Golden Sea at random.

The Golden Sea desert: A seemingly endless expanse of towering sand dunes, stretching past the horizons.

The City of Ur: A subterranean domain of a long lost civilization, populated by the undead.

Location background:
The Golden Sea is as vast as many of its wet cousins, having claimed the lives of at least as many. Located in the far south of the kingdom, it represents both a mystery, for wise men claim no such desert should be possible, given the nature of the land, and an opportunity for adventurers. Among its dunes one might stumble across ragged tents pitched in the dune valleys, long left by their inhabitants and if one is unlucky enough, one might fine far worse.

Adventure hooks:

The Eternal Caravan:

While crossing the Golden Sea, the party and their local guide find the tents of a large caravan. They provide
welcome shade for the weary travelers, with their owners nowhere to be seen. The guide is weary of them and
warns the party that this does not feel right but nothing happens during the day.

When night arrives, it becomes clear however that the owners never left. Figures will emerge from beyond
the darkness of desert night, bearing food and water which they will offer those who reside within the tents.
The food is predominantly fried meat with heavy seasoning while the water is clear and cool.

Players might act hostile, triggering the caravan to attack in force. 20 members of the caravan will
begin to claw and bite at them, some drawing ancient bronze scimitars.

Should players remain peaceful, the feast will proceed, with players eating and drinking what is offered.

Refusal to do so again triggers the attack.

Once all is consumed, players will be offered to stay the night as honored guests. The desert guide that
accompanies the party will warn them throughout the encounter to leave but the next morning they
are gone, having been added to the ranks of the eternal caravan. Players then discover the butchered corpses of previous travelers (that presumably triggered an attack) nearby and realize what they had been eating.

While searching the tents, the party may find several valuable magical items which they may take as a consolation price for the horror they just went through.

The Great Storm:

This quest will make players calculate the worth of life and possession as they struggle to survive.

While traversing the Golden Sea, the party is seeing the deadly front of a sandstorm spanning the horizon.
Their guide is dismayed at the sight as he does not know of anywhere close by to take shelter and such
storms can easily strip flesh from bone. Players search for a while and sufficient accumulated investigation
rolls lead to a discovery as the wind is picking up. They find that the sand has shifted and unearthed a
crack in stone. As they enter, they notice that this might be an entire mountain that is hidden under that sand.

They move away from the entrance as the storm intensifies outside, their torches guiding them through
cavernous passages until they stand in front of a wall that clearly has seen tools used on it. The wall is
smooth to the touch with reliefs engraved further up. A colossal gate, inlayed with gemstones and gold
bars their progress however. The stone gate has the face of a man carved into it which when approached
springs to life.

Players must answer 3 questions to continue. Wrong answers will result in six giant scorpions to appear
and attack.

Once all 3 questions are answered correctly, players enter the realm of Ur. An ancient city filled with
animated mummies. These are not initially hostile but are easily provoked.

Should the Party provoke the mummies by attacking them or by trying to steal treasures from the city, a battle will ensue. Mummies will attack in waves, becoming progressively stronger as regular denizens give way to actual warriors. A grand total of 400 mummies reside within the underground city. While individual waves may only consist of up to 10 mummies, the party is facing a war of
attrition. Players may try to appease the enraged undead by sacrificing a large portion of their gold or a
sufficiently valuable magical weapon.

If the party remains calm and does not provoke the mummies, they can survive the storm there, even asking
for help clearing the entrance again once the storm is over but everything has a price. Either the guard
remains down there or a player must sacrifice something dear to them. The guard wont remain willingly,
triggering a very onesided fight against the frightened man. If players are unwilling to part with something
of theirs, they must at least part with their morals.

The Boss:
This module has no true boss but rather focuses on morals and roleplay that may impact character
developement.

Creatures:

Undead Bedouines: The members of the Eternal Caravan. These long dead only appear alive at skin level. Anything below that is either rotten, dried up and mummified or already turned to dust. Their outward appearance does not hint at this. But sufficient skillchecks might reveal something. They are weak against bladed weapons, falling apart like dolls with cut strings. They are however immune to most magic and resistant to blunt impacts.

Giant Desert Scorpions: Deadly desert predators with strong pincer attacks and a deadly poisened stinger on their tail. Immune to fire damage and resistant to slash, these monster’s hard carapace will crack under strong enough blunt attacks. Ice damage
likewise will be effective.

The Mummies of Ur: Surprizingly spry but still slow when compared to those still alive, these Mummies are
immune to all forms of magic, bar the holy element. Blunt weapons may slow them but will do no real
damage. Bladed attacks will however remain effective. They will attack with ancient weapons, including
scimitars, spears and ranged weapons like slings.

Desert Guide: A young man that has joined the party on their perilous journey through the desert. He is
polite and jovious, telling the party of his younger sister he is trying to support with the money he makes
after their parents have perished during a plague years ago. He will assist the players with smaller tasks
but as he is no real fighter, he will attempt to stay clear of the frontlines. He does carry a small dagger
but no armor and has no unnatural resistences.

Challenges and Rewards:

Combat: The fights against the undead caravan or the mummies will serve as a challenge that parties
might struggle to power through.

Exploration: Both the camp of the Eternal Caravan, as well as the undead city of Ur harbor a great
many mysteries and the potential to include lore.

Potential Rewards:

Treasure: The caravan camp will yield some consolatory prices of magic and gold but the treasures of Ur are much greater, should players dare to reach for them.

Experience: Both encounters may yield experience but a prolonged fight against the denizens of Ur should be discouraged.

Reputation: Depending on the actions of the players, the party’s reputation with the desert folk may rise or fall.