“The sun and hot sands keep most from our borders.  The rest we discourage with traps.”

-Hapthra Dunepath, Sand Elf

The stark beauty of the desert conceals many dangers…

1. Desert Wisps. Annoying.  In the early morning, or at dusk on nights with little moon, the party may be plagued by Desert Wisps.  These small, floating lights flit around camp, hovering above the PC’s heads.  The Wisps hum high-pitched notes at times, occasionally in harmony, just loud enough to wake the sleeping.  They are not a threat in and of themselves, but are visible for miles on clear nights.  The Wisps will attempt to lead the party away from camp and into danger, for example, off the edge of a cliff, to the mouth of an inhabited cave, or into a nest of scorpions.  DC 15 WIS Check to determine bad intent.  The Wisps have 21 AC and 1 HP.  They dissipate when struck.

2. Locust Urn. Annoying.  An old clay urn with a tarnished copper lid lies partially buried in the sand.  15 Perception to spot.  The lid bears the faded engraving of a beetle, 17 INT Check to determine that it is an ancient Wolf Locust, known to swarm around living flesh.  If the lid is removed, a magical swarm of Wolf Locusts funnels out from the urn in an unstoppable tide, reaching 80′ into the air.  The swarm does not attack, but swirls around the party, limiting their vision to 10′, and filling their ears with a cacophonous, low, howling sound.  No amount of physical attacks disperse the swarm, but it is dispersed by area of effect spells such as Fireball or Cone of Cold.  If allowed to persist for 3 full rounds, the swarm will begin to attract other desert creatures, such as Giant Snakes, Giant Bats, and Basilisks, that will accost the party.

3. Cobblestone Path. Annoying.  A short section of cobblestone path appears out of the sand–worn grey stones etched with hieroglyphs and runes–it looks like the remnant of an ancient road.  A 15 Perception (passive or active check) reveals another section of path just a little way off.  These sections of paved trail pop up intermittently if the PCs search for them, and ultimately lead the party astray, down into a slot canyon or out into featureless mud flats.  From there, they may be attacked by a platoon of Gnolls, or other appropriate wandering monster.

4. Sandstone Arch. Wounding.  From the top of a 40′ red sandstone arch two iron crow’s cages hang from sturdy chains.  Upon closer inspection, one contains the skeleton of a Dwarf, the other contains the skeleton of an Elf.  Both are thoroughly desiccated.  Climbing up to the cages requires two DC 16 Climbing checks.  A clan of local deep-dwelling Troglodytes have rigged the arch with a spring-loaded spike trap 30′ off the ground.  PCs who succeed on their second climbing check will encounter the trap, it takes 18 Perception to spot and climb around, and a DC 17 DEX Save to avoid once sprung.  The first PC to spring the trap takes 1d8 damage from the spike, then must Save DC 19 DEX or fall 30′ to the ground.

5. Blood Pillar. Wounding.  A basalt monolith rises 9′ from the sand on the side of the path.  It is carved with black runes in a necromantic tongue.  A DC 16 Knowledge Check reveals the phrase:  The weevils of a doubtful mind gnaw within, and gnaw without.  Anyone who reads or hears the phrase is wracked with a terrible headache and must Save DC 15 WIS or suffer d6 necrotic damage per hour as their skin around their eyes blackens and rots.  Anyone who touches the pillar must Save DC 16 WIS or suffer the same effects.  The effect is dispelled if the victim receives divine healing of any kind, or if a good Cleric, 3rd-level or higher, spends a round laying on hands.

6. Turquoise Medallion. Wounding.  Set atop a small stone cairn, the PCs discover a bronze medallion, set with turquoise stones in a spiral pattern.  The medallion gives off a magical aura, though its use is unclear.  If any PC adds the item to their inventory they begin to suffer horrible nightmares of drowning in deep, still water each time they sleep.  Indeed, the medallion is a cursed Amulet of Drowning; any time its bearer makes a swimming check, they do so at -10.

7. Wizened Caravan. Wounding.  Blowing sand reveals the remains of an unlucky caravan.  The skeletons and dried flesh of camels and their riders lie partially entombed in the sand; closer inspection reveals the glint of gold among their cracking saddlebags.  A local band of Desert Goblins have dug bone spike pit traps throughout the 10×20 area of the caravan, those who enter it must Save DC 16 DEX or fall 20′ onto spikes in the tunnels below. 2d6 falling damage, plus d8 spike damage.  Any fall alerts the Goblins, who attack the following round with javelins and crossbows.

8. Sand Elementals. Lethal.  In the heat of the day, as the PCs cross a dried river wash, they spy three odd piles of sand that appear to conceal something–perhaps dead bodies or a trio of chests.  The piles radiate faint magic.  Any prodding of the piles reveals their true nature and wakes the three sleeping Sand Elementals.  Each has 86 HP, 16 AC, and can be damaged only by magic and magical weapons.  They are immune to poison.  Each makes two attacks per round at +8, dealing d10+6 bludgeoning damage per hit.  Once per combat, each may use its special attack, Drown in Sand.  If both of the Sand Elemental’s attacks hit, it may make a DC 15 STR Check at +6.  If it succeeds, the victim takes d8 suffocation damage, then d8 damage each round until they make a DC 16 STR Check to break out of the suffocating sand.

9. Necromancer’s Mirage. Lethal.  The PCs spy a black lake in the midst of the desert, complete with a grey mist that floats over its surface.  Many will suspect it’s a mirage, and they aren’t wrong (DC 13 INT Check to detect.)  But this mirage is far more detailed and convincing than most, and emits a magical aura.  PCs who approach within 10′ of the black lake must Save DC 15 WIS or suffer the effects of Fear.  If two or more PCs fail their Saves, the lake rises up from the desert floor in a swirl of black fog, and attacks.  It can be dispelled with Dispel Magic, cast by a 9th-level or higher caster.  The mirage has 134 HP, 16 AC, and attacks 3 times per round with necrotic damage, +8 to hit, d12+6 damage.  Upon slaying the mirage the lake disappears, revealing the entrance to a tomb or crypt.

10. Giant Ant Trap. Lethal. While traversing the sand, the PCs stumble into a cunningly concealed (webs coated with sand) Giant Ant trap, 15 perception to avoid.  Once inside this 20′ deep inverted cone in the sand, PCs find it difficult to climb out of, DC 17 DEX Check.  On a failed check, PCs slide down into the network of crisscrossing tunnels below the trap, where a clutter of 3d8 Giant Spiders waits hungrily…

 

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