You can expect 8 to 16 hours of gameplay, depending on how much you explore, which desert you choose to play in, and how much roleplaying you do with others.
Number Players
Since most of the encounters are fixed and not scaled, staying within the range of recommended levels and party size is particularly important for game balance.
Language
English
Level Range
Starting level should be level 4 in multiplayer. New characters are given money and experience enough for a level 4 character upon module entry. Solo players should be level 6 or 7, depending on class. Multiclass should be level 4 in primary class.
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Balanced Party - Cleric, Rogue, and Mage skills recommended in the party.
Any alignment can complete the module in solo play, but in multiplayer the module cannot be completed without at least one 'good' or 'neutral' aligned character in the party.
Gameplay Hours
10
Description
Participate in a tale of ancient prophesies, curses, gems of power, and imprisoned evil. Can you restore the land by breaking a Pharaoh's Curse and earn implements of power in the process? This is a faithful reproduction of the first module in the Desert of Desolation series, with some slight modifications due to limitations of the Aurora toolset. All the lore, texts, layouts, and encounters are as close as possible to the original PnP module.
This version has been replaced with the new Special Edition release. The Special Edition is the culmination of 5 years work. It has been fully updated for the v1.69 patch. Nearly 150 new placeables have been created for the series and there are also new creatures, new icons, new tile groups, new sounds, and a new tileset. Much of the new content is intended for the sequel to this module, so you shouldn't expect to see it all used in Pharaoh.
You can request the module and custom content in the Desert of Desolation Public Forum (use the Forum link).
Yup... I can see how consuming 10 minutes of your time to acquire, for FREE, something that took someone 5 years to make would be a MAJOR inconvenience.
Posted by werelynx2 at 2012-05-29 07:56:30 Voted 8.75 on 05/29/12
Trilogy of which only part 1 was ever made. Played it Single Player.
- one of my henchman disappeared without a trace
- there is one weird tile in halls of the upper priesthood are - it is rotated end of the corridor but it is still walkable
- desert is really big even the smallest one, I could not imagine playing at normal desert or big one
- bandit hideout have like 10 sorcerors and clerics plus lots of standard thugs, that's overdone
Overall not worth visiting forums, making an account, verifying it, asking for download link, waiting for response, downloading, installing and playing when there are so many good modules that you can just simply plug'n'play. Of course your mileage may vary if you would be playing it multi with DM - there are some neat things included. _________________________ Thanks Rolo:)
Posted by krydor at 2011-10-02 22:26:10 Voted 10.00 on 10/02/11
All I can say is WOW. I soloed it with a fourth level rouge and I had to sneak around to avoid getting trounced. It felt like I was a real tomb raider. My amulet of health allowed me to survive the desert. Fantastic module. Having to request it was a little bit of a hassle, but well worth the effort!
Posted by werelynx2 at 2011-08-30 07:47:48 Voted 8.75 on 05/29/12
I hope you finally update the module on the vault. If it is the final version, that is. Requesting for a module is little to much work to do for the majority of the players. By the way the module is of now included in the class-specific module list(social forums thread should be updated soon). _________________________ Thanks Rolo:)
Just a note to explain the last couple of posts... someone got bent about the link to our forum being broken and the need to go somewhere else to get the module instead of downloading it from here. He expressed his ire rather rudely and also gave the module a vote of 1, even though he hadn't played it. The post and his vote were removed, so now all that is left is our response to his post, which is somewhat confusing.
Posted by Hellfire at 2010-09-02 17:56:37 Voted 9.00
Annoyed one, you don't vote on a module you haven't played. I'm contracting the admin
I'd have fixed the link if I'd known it was bad. The server where the forum was hosted was fried a while back and a new version of the forum needed to be installed on the new server.
As for why the file isn't hosted here, one reason is that the file is too big to upload here and I don't feel like jumping through the hoops necessary to get it uploaded here.
Now, as for your rudeness and your vote of 1 on a module you haven't even played, I'll be contacting the site administrator. People like you are one of the reasons I don't host my module here.
Posted by murf09 at 2010-02-11 20:07:38 Voted 9.75 on 02/11/10
My thanks to the makers of this mod. I had a great time playing it. I'm a big PnP fan and this mod is probably the closet to the original module as any I've played -- no doubt due to the creators' time and effort. I agree with previous comments from players and creator alike that the mod is not "heavy" with combat. However, its gameplay more than makes up for it, despite the original module's lack of continuous combat -- and I say that being a big "hack and slash" guy.
I played a 3/3 Paladin/Sorceror on hardcore and the combat was balanced. I utilized the mid-sized desert and it was plenty big enough to experience the setting. The only issue I noticed was that the widget to control certain variables in the mod would disappear every other load. I suspect this was caused by the 1.69 patch, and Moondrake has likely fixed it with his most recent version. Thanks again!
The new version is now available. Lots of fixes and enhancements from the v1.69 patch have been incorporated and some excellent voice-over work for Amun-Re is also included.
Posted by murf09 at 2009-12-05 06:16:33 Voted 9.75 on 02/11/10
That's right I was never able to post because I never received an activation email from the site. The site would not take my password apparently because I didn't do what was required via the activation email. The lack of an activation email could have happened due to an error on my end (the way I filled out my profile maybe?). Sorry about this. I'm still more than happy to request the mod via your forum but need a way to get in.
I found both your user names in the member list but they both have 0 posts, indicating you never posted a request for the module. The forum is for stuff other than this module so simply signing up isn't enough to let us know you want it... you need to ask. I'll send you a link.
Posted by murf09 at 2009-12-03 20:25:36 Voted 9.75 on 02/11/10
Thanks, I actually registered twice since the 1st one didn't seem to work. It was murf09 and then Johnson. I look forward to playing it. Thanks again
Sorry about missing your request. What was your user name in the forum? Well send you the link to the module.
Posted by murf09 at 2009-11-15 17:19:03 Voted 9.75 on 02/11/10
I've attempted to contact the programer at the link given above, but I have not received the activation email for my registration. Long story short, I would like to get the link to the Mod. If anybody can help me, I would appreciate it. Thanks
Been trying to get hands on great PnP conversions, so I visit the Hall of Fame here at the Vault. I find the I3 module, but no files. Would like to check it out and review. You sound like a great developer.
If anyone has the file that made it into the Hall of Fame, please email it to me: [email protected].
No, Oasis isn't obtainable yet. I've stopped working on it until after the 1.69 patch is done. I'm tired of rewriting code to add new functionality every time a patch is released, so I'm going to wait so I don't have to do so much rewriting. Pharaoh will have some updates too. Some nice modifications to it have already been made, including some excellent voice over work for Amun-Re, but again, I've stopped working on it until after the 1.69 patch is out.
Posted by Steve_Savicki at 2007-12-29 04:31:13 Voted 10.00
Is Oasis obtainable now? How do we get a copy of it? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by CraftyShafty at 2007-10-31 12:04:03 Voted 9.00 on 10/31/07
Fantastic PnP conversion with custom models, sounds, etc. Faithful to the PnP version and captures (and in some ways surpasses) the intended atmosphere of the original. Some very pro work here.
Posted by ddbrenne at 2007-08-17 16:33:15 Voted 9.75 on 08/17/07
Great Mod. I have left comments at the link above where mod is requested.
Thanks!
I highly recommend you play v1.1.0. It is fully compatible with NwN v1.68 (v1.0.2 was for NwN v1.67) and it contains a couple of nice gameplay improvements. There are also some fixes to custom content that were causing some problems.
I have played version 1.02 SE a few months ago with my guild members.
I would like to replay it solo. Is this version outdated? If so how significant are the changes between 1.02 and the latest version (can I just play 1.02 or is the latest version a "must")?
It wasn't really complaining... the player felt that once they got out of the desert, they didn't have any reason to go back into the desert. They didn't know anything about what was there, it was dangerous, and they were only there originally against their will. As a DM, I found that I couldn't even give them any justification for going back except the allure of wealth and they reasoned that there were a lot of places where they could adventure that weren't so inhospitable. Of course, they did go back (it wouldn't have been any fun just to quit the adventure) but that's not an 'in character' justification.
Posted by Odinnspear at 2007-05-25 05:13:02 Voted 9.75 on 05/20/07
Well that explains alot. Darn complainers. If they didn't want to go back into the desert, why did they download a module called desert of desolation? People never fail to amaze me. Thanks Moondrake. Hope you have a great Memorial Day Weekend. Be safe. _________________________ Thank you all so much for the added content it is really appreciated. I wish upon you all genius computing skills and loads of free time.-Thanks :)
I actually had something in the module a long time ago that allowed the players to complete the Raider Quest by returning the head of the bandit leader to the authorities. Unfortunately, I had a group of role-players who had a really hard time coming up with a justification for going back into the desert, so I changed the module so that the quest was completed by clearing out the hideout. There have been several instances where I tried to do something in a way that sounded fulfilling but it created some sort of other problem. I've actually tried many of the suggestions I've received from players and there are good reasons why they don't work.
Thanks for the feedback and the vote. BTW... you have to target a ledge or railing for the grappling rope to work. You can't just target the ground. I used to let players target anyplace but then they were using the grappling rope to get to places that were not intended to be accessable, so now they only work on special target objects.
Posted by Odinnspear at 2007-05-20 17:52:30 Voted 9.75 on 05/20/07
I just completed your module this morning and had a really good time playing solo. I finished with a fighter/rogue lvls 4/3. The grappling rope wouldn't work for me at the end of the module as you said above, but I "changed" my mind and got what I needed a different way. I hope to have the chance to play Oasis of the White Palm sometime in the near future. I'll check robinsonsworkshop site after I vote and see how it's going.
The only thing that didn't seem finished to me, even though the module said it was, was the bandit raider quest. It just didn't seem fulfilling to not be able to go back to those soldiers with proof of the raiders demise. I had wondered if you could have a bandit leader found in the maze dead or alive as an encounter, with some special item the king actually wants returned as proof of the bandit leaders demise. For instance something of great personal value to the king that would be worth nothing to anyone else. Such as a stolen token of love for his wife, that the bandits stole to thumb their noses at the monarchy. I know it was not in the original module, but personally for me it would make this module seem more done.
Or you could just have a big black screen at the end. That pops up after a couple of seconds and reads:
TA-DONE! PLEASE DON'T FORGET TO VOTE. Ha-ha.
Anyway, I had a really good time and I hope you understand my comments are only meant to be used constructively if you should so wish. I think you did an excellent job of recreating the original, and am not trying in any way to put in negative criticism.
I was just thinking of all the modules that I as a DM or my freinds as DMs would tweak to flesh a more fulfilling storyline out of. And too, all the remakes like the "Return To The Tomb of Horrors" module (game box) that were released to improve upon older ideas. _________________________ Thank you all so much for the added content it is really appreciated. I wish upon you all genius computing skills and loads of free time.-Thanks :)
Thanks for the feedback and I'm glad you enjoyed the module. I can talk a bit about the things which you felt were less than desirable.
While a grappling rope CAN be used as a shortcut to a couple of places, its purpose is to provide a possible solution to a puzzle near the end of the module. There is not a single location in the module that is inaccessible if you don't find a grappling hook, which is why there are only a couple of them in the module.
Alternatively, climbing will be used extensively in "Oasis of the White Palm" and grappling ropes and grappling arrows can be purchased from merchants to accomodate that need.
As for the ending feeling abrupt, the quest objective was to remove the implements of power from the tomb. I'm not sure how the end can feel abrupt when you know from the beginning that performing that task will complete the quest. Certainly my preference would have been to make a nice movie to wrap everything up at the end, but that requires expertise and a significant collection of specialized software, both of which I am lacking. My attempt at an introductory movie (following the tutorial on the Bioware site) left me feeling like the results didn't warrant the effort, so I didn't create another one for the end.