The Desertโs Memory
A One-Shot Adventure for 4-6 Players, Level 6
OVERVIEW
12 years after the Catastrophe, an archaeological expedition uncovers an ancient temple complex in the shifting sands. As time begins to fold in on itself, investigators must piece together the first imprisonment of the Unnamed One while surviving both cultist interference and temporal anomalies.
THE RUINS
๐๏ธ Surface Complex
Emerging Architecture - Entry pylons - Ritual courtyard - Sand-swept plaza - Excavation camp
๐ Temple Levels
Upper Temple - Star chamber - Prophecy halls - Ritual spaces - Ancient library
Lower Temple - Prison vault - Time chamber - Reality anchor - Entity traces
KEY NPCS
๐จโ๐ซ Professor Helena Vale
Lead Archaeologist - Brilliant scholar - Time-touched - Hidden agenda - Pattern reader Secret: Descendant of original priests
๐ Malik Al-Rashid
Local Guide - Desert expert - Time walker - Truth seeker - Protection bearer Secret: Guardian bloodline
๐ญ Dr.ย James Crawford
Cult Archaeologist - Hidden cultist - Knowledge seeker - Reality scholar - Ancient linguist Secret: Seeking prison blueprints
TEMPORAL PHENOMENA
Time Loops
- Repeating moments
- Memory echoes
- Causal loops
- Pattern cycles
Ancient Echoes
- Past visions
- Memory imprints
- Ghost moments
- Time bleeds
ENCOUNTERS
Environmental
- Sandstorms (CR 4)
- Time storms (CR 6)
- Reality shifts (CR 5)
- Ancient guardians (CR 7)
Historical
- Past priests
- Prison builders
- Entity shadows
- Time fragments
KEY SCENES
๐บ The Discovery
Features: - First time slip - Ancient writing - Pattern discovery - Reality echo
โ The Prison Vault
Features: - Time compression - Entity traces - Prison mechanics - Reality anchor
๐ The Star Chamber
Features: - Time convergence - Ancient ritual - Reality breach - Final confrontation
INVESTIGATION ELEMENTS
Archaeological
- Ancient texts
- Prison designs
- Ritual tools
- Pattern marks
Temporal
- Time traces
- Reality anchors
- Entity marks
- Prison seals
REVELATIONS
Historical
- First imprisonment
- Ancient methods
- Prison design
- Power sources
Technical
- Reality anchoring
- Time manipulation
- Entity containment
- Pattern usage
MECHANICS
Time Navigation
- Loop tracking
- Anchor points
- Pattern recognition
- Reality grounding
Archaeological
- Site mapping
- Text translation
- Pattern analysis
- Artifact handling
COMPLICATIONS
Environmental
- Deadly heat
- Shifting sands
- Water scarcity
- Ancient traps
Temporal
- Memory loss
- Time confusion
- Reality bleed
- Pattern interference
DM GUIDANCE
Atmosphere Building
- Ancient mystery
- Time distortion
- Desert isolation
- Cosmic dread
Time Management
- Loop tracking
- Pattern recognition
- Reality anchoring
- Information flow
VICTORY CONDITIONS
Essential
- Document prison design
- Survive time storms
- Prevent cult access
- Secure knowledge
Optional
- Save expedition
- Preserve artifacts
- Maintain timeline
- Understand patterns
RESOURCES
Site Assets
- Archaeological tools
- Ancient artifacts
- Translation guides
- Survey equipment
Knowledge
- Ancient texts
- Prison records
- Time patterns
- Reality maps
DISCOVERIES
Ancient Knowledge
- Prison construction
- Entity nature
- Power sources
- Reality anchors
Modern Impact
- Current weaknesses
- Pattern evolution
- Power decay
- Time degradation
CONCLUSION PATHS
Success
- Knowledge secured
- Time stabilized
- Cult thwarted
- Patterns understood
Partial Victory
- Some knowledge lost
- Time damaged
- Cult gains info
- Pattern confusion
Failure
- Site lost
- Time fractured
- Cult succeeds
- Knowledge scattered
CONNECTION TO SERIES
This adventure reveals the original methods used to imprison the Unnamed One, showing how ancient peoples understood and manipulated reality. The prison designs discovered here explain why modern cult activities follow certain patterns, and why they seek specific types of locations for their work.


