Wasted cliff

The Wasted cliff south of the Roaring plains is covered by this broken and marred landscape of jagged rock, sunken craters, and scabrous, hooked spires of glass and rock jutting from the ground. It is said that the greatest battle between the giants and dragons were fought on this valley floor. The earth is so scarred here that few question the veracity of this legend. Treacherously unpredictable earth crumbles into sinkholes surrounded by thick, caustic tar pits that swallow careless wanderers.
  The rocky mesa in the middle of the wasted cliff brings variation in this otherwise jagges land, the large mesa allowing room for large caves system in which various monsters and beasts have settled and created their lair. With no humanoid habitation nearby, many legends about this place lead adventurers and mercenaries to believe this place is home to many treasures and is connected to the Underdark in some fashion.
 

Features

Extreme Heat. The desert is a dangerous place, the burning sand sinks into every nook and cranny making it painfully hard to walk and the sun slowly sip the energy of unaware traveler. by day the sunray burn like fire and the sand sink into every nook and cranny. A creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
  Mirage (hallucinatory Terrain). Due to the extreme heat, mirage are quite common in the desert, and can often misslead adventurers. Some creatures in the desert have learned how to use those mirages to their advantage, creating quicksand pits or traps where the mirage leads visitors.
  Quicksand. A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook). A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
  Flame Storm. Large and dark cloud cover the sky with red and orange lightning. Sooty thunderclouds shot through with red and orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that aren’t being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom (Perception) checks and ranged attack rolls. A flame storm usually lasts 2d4 minutes, though the originating storm clouds usually persist, creating a sandstorm that follow soon after.
  Wildfire (Fire storm). In this land, fire can spontaneously start, the reflection of the sun on the gleaming armor of adventurer can be enough to start a wildfire, and it is common to find ashes in those desolated lands.
  Water Scarcity. Finding water in a desert is extremely difficult, unless you're near an Oasis. All checks made for getting water have a DC equal to 20

Geography

Type
Wasteland

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