Environment (16, BURNING SANDS, source: Mike Underwood)
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BURNING SANDS
Tier 2 Traversal
A wide expanse of desert -- dunes of sand dotted by cacti and scrubland--sprawling beyond the horizon and promising a desiccated doom to any that enter.
Impulses: consume water, exhaust travelers, tempt folly with mirages
Difficulty: 14
Potential Adversaries: Giant Eagle, Glass Snake, Mortal Hunter, Merchant Baron, Spectral Archer, Spectral Captain, Spectral Guardian
FEATURES
What landmarks let the party know they’ve gone in circles? What carrion-eaters watch the party as they languish? What insight might they gain from local animals?
What dangers lurk in the night while the party rests? Do they travel at night as well, or just rest and plan for the next day?
What form does the mirage take? Is it a fake oasis, a friendly traveling party, a hated foe, or something else?
Who notices the sandstorm first? How do the PCs protect themselves from sand getting everywhere in their clothes and supplies? What is lost in the scramble to find cover?
Do they find the ruins of a settlement that could serve as shelter? Do they find a wrecked merchant caravan with goods intact, wondering what happened to the merchants?
What makes this oasis so hard to find? Is anyone else present when you arrive? Has someone tried to seize this site by force?
Where do you most feel the heat? What do you do to try to stay cool? Are you still sweaty when the sun goes down and the temperature drops?
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