Master of the Desert Nomads
I am going to cheat here a little bit and just throw in x5 and x10 into this review. My
memory is not the greatest at remembering back to my youngster days but I have fond
memories of x10 Red Arrow, Black Shield in particular. What makes this series of
adventures so great is their epic scope and character. The players have to interact
with the politicians, generals, statesmen of the various kingdoms of the realms.
The adventure starts out innocently enough, the players are recruited to join an army
expedition into the great western desert to stand up against the marauding desert nomads.
(Hence the title of module.)
It is not long until they encounter the enemy and uncover vital information. They are
sent out into the desert to meet up with the first expedition and deliver the vital
information to the army commanders.
Along the way they face ancient desert evils.
I remember being impressed as a youngster by the many strange new monsters the players
encountered, flying monkeys, wheeled moving pyramids, a man scorpion formed from a pile
of bones.
I also was impressed that a magical amulet the players looted was actually a magical
spying device that the main evil leader of the nomads could use to track the players
moves. (Sort of a tokenesque palantir in amulet form) My players naturally picked up
and wore the amulet thinking it had beneficial magical properties.
My memory of x5 is actually very shaky compared to x4 and x10. I don't think I was
impressed with it nearly as much as the others. I am not exactly sure why. I remember
it seemed short and anticlimactic. The ending of x4 seemed more suspenseful. Near the
end of the player's epic journey, they reach sanctuary in the mountains where old monks
take the players in and offer them food and lodging, only to find out later that they are
some freakish werewolf type creatures.
Read a different take on this module by going to
Mark Bertenshaw's Review for
Master of the Desert Nomads