Wednesday, November 26, 2025

Retrospective: Lost Tomb of Martek

Despite my well known gripes about the lasting impact of Tracy Hickman on the development of Advanced Dungeons & Dragons (and, by extension, all roleplaying games), I nevertheless have a genuine affection for his "Desert of Desolation" trilogy. To some extent, it's probably a consequence of a childhood fascination with all things ancient Egyptian. The Egyptians competed with the Romans in my young imagination for the most thoroughly compelling ancient civilization, a place they still hold to this day. 

For that reason, I purchased Pharaoh as soon as I could a copy back in 1982 and still consider module I3 a pretty good adventure even today. Its immediate sequel, Oasis of the White Palm, is nowhere near as good, even if it does contain a number of memorable – and imaginative – elements. Lost Tomb of Martek, the final module in the series, carries forward many of the virtues and vices of its predecessors, while also magnifying them to such a degree that module I5 almost feels like it belongs to a different series entirely. It is grandiose, whimsical, and often overwrought, an adventure that stretches AD&D into forms it had not explored at the time.

Lost Tomb of Martek appeared near the end of D&D’s Golden Age, a period when TSR was openly experimenting with what its adventures could be. The company had not yet settled into the strongly narrative, almost novel-like structure that would crystallize in Dragonlance, but the trajectory was already visible. In this sense, Lost Tomb of Martek occupies a fascinating middle ground. It gestures toward the story-driven design that was soon to dominate TSR’s output, yet it avoids the worst excesses of that approach. Like the other installments in the “Desert of Desolation” trilogy, this one is still very much a transitional work.

Lost Tomb of Martek brings together the threads laid down in Pharaoh and Oasis of the White Palm, both of which seeded the legend of Martek, the wizard who foresaw the release of a powerful efreeti and prepared the means for its defeat. With the three Star Gems already in hand, the characters must cross the Skysea, an expanse of fused glass requiring a cloudskate, to reach Martek’s tomb and his Sphere of Power. Once they arrive, however, the adventure’s focus shifts unevenly. The first portion features the quarrelsome descendants of trapped paladins and thieves, a tonal misstep at odds with the overall self-seriousness of the module. Worse still, the scenario introduces three NPC thieves who can steal the Star Gems and force the party into a prolonged (and tedious) chase.

The adventure’s structural weaknesses become most evident once the adventure segues into a scavenger hunt across three disparate magical locales. Each site is imaginative, but only the Mobius Tower translates that imagination into compelling play. The other two are rich in concept yet mechanically thin, offering little beyond random encounters or single-solution puzzles. The result is an adventure overflowing with inventive imagery but frustratingly light on satisfying gameplay, especially when measured against the modules that preceded it. Even the polished presentation, including Martek’s climactic resurrection and the excellent maps and art, cannot fully mask an ambition that consistently outstrips its execution.

That same ambition is also responsible for many of the module’s deeper flaws. The adventure is so tightly scripted that player action routinely suffers. Characters are expected to follow a predetermined sequence of events, activating artifacts and triggering scenes exactly on cue. Inevitably, the players become spectators to a story already decided rather than adventurers shaping their own course. Even the most imaginative settings lose some of their wonder when the only viable path forward is the one Hickman has laid out in advance.

Yet, for all these shortcomings, Lost Tomb of Martek remains strangely compelling. It stands as an artifact of a transitional moment in RPG design, just before a more rigid orthodoxy narrowed expectations about what a published module should be. Its flaws are the flaws of exuberance, not cynicism. Hickman’s heavy-handed guidance stems from a genuine desire to present something like a fantasy epic in RPG form. However flawed the execution, his sincerity is unmistakable.

Perhaps age has softened me, but I cannot bring myself to dislike the module. I would not choose to run it today, yet it contains ideas worth salvaging. Its locations, artifacts, and encounters could all reward a referee willing to reshape them into a more open-ended framework. Even the plot, for all its railroading, could be retooled into a looser, more player-driven experience with modest effort. One could, of course, invent entirely new material instead but, in the interest of being constructive, I think Lost Tomb of Martek offers just enough to make it worth the effort.

10 comments:

  1. Guys! Grognardia's gettin' soft! (Just kidding) Reading that this was 82' really makes me realize how brief my personal 'golden age' was. Definitely, this module showed me the embers were cooling. I bought all three of the Desolation series, but ended up looking at them more like I'd read a comic book series. They definitely didn't fit in with how I was playing, but I liked the flavor. It's been a loooong time since I looked at them.

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  2. Pharaoh blew me away when I got it second-hand. Wow! You could do this? No one said you could mash-up Egypt and AD&D. At that point I'd heard of Temple of Set but never saw it except much later as a PDF. Influential. :-)

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    1. (sorry, that was a misfire)

      As usual, Jaquays did it first. Dark Tower was published by Judges Guild in 1980.

      With Pharoah and Ravenloft aping Jaquays' groundbreaking work, where was Hickman's version of The Caverns of Thracia? Seems like a miss. :D

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    2. (Fyi, my "sorry, that was a misfire" was referring to an unfinished post that I accidentally sent, that James must have deleted for me. Thanks, James.)

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  3. I've blogged about these modules a few times. Like you I have a soft spot in my heart for them having run them (and enjoyed them) as a youth. Like you I still find many of the ideas presented in Martek to be delightful (and what a great cover!).

    However, my opinion of all three modules has dropped significantly since examining them with my old, "designer eyes," and of them Martek is definitely the worst. For an adventure module of its size it is especially short on adventure. Fewer encounters and far fewer treasures...simply a puzzle-filled side jaunt where the "reward" is being treated to Hickman's characters settling their own dispute while the players watch. And the final insult? The resurrected Martek tells the players that no one will ever remember them, nor believe what they have done...the entire adventure "will be a but a fable" that only the players will know the truth of.

    So...no gold and no glory. Just being left to twist by Hickman. Pathetic.

    I am currently in the process of re-writing all three of these modules for my own amusement, adjusting their themes and encounters, and turning the thing into a mini-sandbox, rather than a railroad storyline. I3 and I4 are relatively easy to fix. I5, though? I don't even think I can use the dungeon maps, they're so bad. It's a complete overhaul.

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  4. Your re work of “The Sunken City of Pazar” portion of Pharaoh in the “Adventure Sites I” contest compilation from Ben Gibson is indeed excellent and commendable sir.

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  5. We pulled Pharaoh and Rahasia together well after publication following our disastrous enthrallment into the service of Strahd in Ravenloft - vampire diplomats to the fantasy "Middle East". I know at least one of our players owned Oasis and said it was boring junk. We never played it. For a different campaign I had seen a friends copy of Martek which seemed unplayable to me, but I swiped the "sea of glass" concept, the scene of an ancient where the winning wizard...uh...blew up. The sea of glass is something I still use, although it has expanded to the mountains of glass, the dune maze of glass and the dungeon of glass.

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  6. One major weakness of the Desert of Desolation series is that the second two modules have the fatal flaw of being written with the assumption that the Efreeti was let out of the bottle. What happens if the PCs - now experienced a bit in the ways of the world - see the bottle, read the warnings, put two and two together and make sure that Pazar stays burried in such a way that the Efreetti is not released? Oasis and Tomb become very different adventures, but are not written is such a way that this is easy to do...

    Additionally, I think that Laura Hickman's contribution to I3, I6, and B7 is often overlooked. When you research Daystar West and the Hickman's journey to TSR you find that Laura introduced Tracy to D&D, Laura was the one that suggested they sell modules to fund the aquisition of the DMG. A journey to the wayback machine states that while designed together Laura wrote Rahasia. I suspect, given that Rahasia, Pharaoh, and Ravenloft have maps that loop on all three dimensions and novel gameplay elements (i.e. the tarot reading from Ravenloft) that Laura is the one that understood the principles of design that were second nature to Jaquays. That said, while we have seen Tracy without Laura, we have not seen Laura without Tracy and so at this point we can only acknowledge that the two are better together and not simply carried by Laura.

    Maybe I can elaborte on this and on my opinions re: "Lost Tomb of Martek" on my own blog. The TLDR is that it makes a better planar adventure than a wrap up to the Desert series. We will see how the time shakes out.

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    1. Generally speaking, finding an efreeti bottle in AD&D is a GOOD thing, as there's only a 10% chance of the creature being insane and attacking. 90% of the time the "worst" thing that could happen is the characters being granted three wishes!

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