Themes
Struggle Against Oppression
The PCs find themselves crossing through an area of social unrest and civil disobedience in response to oppressive laws. Through protesting, people demonstrate their grievances through collective confrontational actions. Depending on the urgency and the response from those in power, change may be a long time in coming. Beyond the PCs time in the district.Structure
Exposition
Iron is not a particularly converted material. Yet a tiny industry surrounding it has emerged between this barren district and the forges faraway artisans.
Following where the iron goes would normally be where any traveler could easily find their way. But a ruckus has started at a vital choke point that is impeding traffic and it is impossible to go around. The only way is through.
Conflict
Coyo Calpōlli
Level 1
Upon being offloaded from their boat, PCs would have the opportunity to barter for some primitive tools (bone blades, leather clothes, sun cream, etc) from a crafts store run by a man named Maca and his sister.
PCs can explore Coyo for a while until the party is approached to help deliver a shipment of iron ingots from Coyo to Atoyac.
Bandit
HP: 7 ( 2d6 ) Speed: 30ft Proficiency Bonus: +2 Skills: Steath +6 Abilities: |
Rising Action
Atoyac Calpōlli
Level 2
Upon arrival, PCs may choose to go their separate ways or agree to partner with the porter team to take advantage of their desert knowledge. For now, they will rest and recuperate at the Tlanelhuatls' Inn.
Should PCs choose to explore, they would encounter random acts of vandalism throughout the place and can again seek out better equipment if they need it. When Gruna returns to the Tlanelhuatl Inn, he informs the party that the Tunnel out of Atoyac is blocked.Climax
Tunnel Mine
Level 3
Resolve a labour dispute through a tunnel mine either via negotiating, with a DC 15 CHA check to convince the protesting teams to leave, or fighting through them; for 50 jade pieces.
A former guard leads teams of disgruntled mine workers who are occupying an iron mine that is also the only means of discretely leaving Atoyac. It burrows under the Sand Wave Rock to the open desert on the other side.
Guard Leader
Armour Class: 14
HP: 45 ( 7d8+14 )
Speed: 30ft
Saving Throws: STR +4, DEX +4, WIS +2
Proficiency Bonus: +2
Skills: Perception +2
Abilities:Advantage on saving throws against being persuaded, intimidated or paralyzed At the start of his turn, can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of his next turn Can escape from a grapple, shackles, or other restraints ONCE. Advantage on DEX (Stealth) checks made to hide
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 13 (-2) | 13 (+0) | 13 (-3) |
HP: 45 ( 7d8+14 )
Speed: 30ft
Saving Throws: STR +4, DEX +4, WIS +2
Proficiency Bonus: +2
Skills: Perception +2
Abilities:
Falling Action
The Desert
Level 4
Roll on the "Desert Encounters" Table for 1 - 2 encounters while in the desert.
Components
Goals
Players travel to multiple key locations in an overarching plot to find the safest way out of the campa.
Stakes
Remember, the party needs to keep a low profile and quickly sneak out of the district through a mine before the authorities close in.
If the party has been here before, then they may have contacts they can rely on. If not, they might need to temporarily align themselves with an unknowing
group.
They could also be positioned to be mediators caught between the authorities and the protesters. Which coincidentally, would put them right at the threshold of where they need to be.
Moral Quandaries
The tunnel is blocked by teams of workers who, while strong determined, are still just civilians trying to improve their lot; even if it come down to a fight.
Whether successful or not, since the PCs are not planning to return, they may choose to steal some of the metal tools that miners normally use to mine iron.
To do so requires:
Workers 3d6
Armour Class: 11
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Stealth +2
Abilities:Advantage on DEX (Stealth) checks made to hide
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) |
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Stealth +2
Abilities:
- DC 10 or 14 Insight check to sense an optimal time to grab the tools unnoticed
- If necessary, a DC 12 or 15 Deception or Persuasion check to gain advantage on their Stealth or Sleight of Hand check to steal the tools
- Sleight of Hand Check:
- DC 10: Successfully grabs one small tool without immediate detection
- DC 14: Successfully grabs two small tools or one medium-sized tool without detection
- DC 16: Takes up to three tools without being noticed
- Stealth Check:
- DC 12: Successfully moves within range of the tools unnoticed
- DC 15: Can stay hidden in the shadows or behind cover, avoiding detection for the entirety of the attempt
Relations
Allies
Gruna
Armour Class: 10
HP: 14 ( d8 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Perception +11
Abilities:
Teōc
Armour Class: 16
HP: 11 ( 2d8+2 )
Speed: 30ft
Skills: Perception +2
Abilities:
Ocnama
Armour Class: 20
HP: 26 ( 4d8+8 )
Speed: 30ft
Abilities:Spear: d6+2 piercing damage or d8+2 piercing damage if used with two hands Targets within 5ft must make a DC 12 STR saving throw or be pushed 5ft away Can use its reaction to impose disadvantage on an enemy attack roll within 5ft
Lia Tlanelhuatl
Armour Class: 15
HP: 38 ( 7d8+7 )
Speed: 40ft
Abilities:Unarmed Strike: d4+3 bludgeoning damage
Rica Tlanelhuatl
Armour Class: 16
HP: 27 ( 5d8+5 )
Speed: 30ft
Skills: Medicine +7, Persuasion +3, Religion +3
Abilities:(Recharges after a Short or Long Rest). Heal up to 6 characters within 30ft by dividing up 30hp between them.
Gruna is in charge of quickly supervising the transfer of iron ingots to Atoyac and under the mine to travel to Tlopetla.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 11 (+0) | 11 (+0) | 11 (+0) | 11 (+0) |
HP: 14 ( d8 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Perception +11
Abilities:
A guard and assistant to Gruna in trade.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
HP: 11 ( 2d8+2 )
Speed: 30ft
Skills: Perception +2
Abilities:
- Advantage on saving throws against poison
- Spear: d6+1 piercing damage or d8+1 piercing damage if used with two hands
- 20/60ft Range: d6+1 piercing damage
A guard and heavy lifter for much of the team's cargo.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |
HP: 26 ( 4d8+8 )
Speed: 30ft
Abilities:
Older twin to Rica.
Lia sees to the provisions for their establishment.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 13 (+1) | 10 (+0) | 14 (+2) | 10 (+0) |
HP: 38 ( 7d8+7 )
Speed: 40ft
Abilities:
Younger twin to Lia.
Rica tends to the cooking and cleaning and is the more front-facing of the two.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
HP: 27 ( 5d8+5 )
Speed: 30ft
Skills: Medicine +7, Persuasion +3, Religion +3
Abilities:
Gruna, Teōc and Ocnama are a crew of potters aiming to transport iron samples. They initially planned to go the long but safe route through Sangsalgu Proper, but the road closure has redirected them through the shorter desert route.
Lia and Rica are sisters who run a rest stop in Atoyac. They are familiar with this porter team and are friendly to the PCs.
Lia and Rica are sisters who run a rest stop in Atoyac. They are familiar with this porter team and are friendly to the PCs.
Neutrals/Bystanders
Speaker(s) Thumtl of Coyo / Sadhu of Atoyac
Armour Class: 15
HP: 88 ( 16d8+16 )
Speed: 30ft
Saving Throws: WIS +6, CHA +7
Skills: History +5, Investigation +5, Insight +6, Persuasion +7
Abilities:When wielding a melee weapon, adds 2 to AC against one melee attack that would hit (Recharges after a Short or Long Rest). For 1 minute, when a nonhostile character within 30ft makes an attack roll or saving throw, they can add a d4 to their roll.
Sheriff Vasu
Armour Class: 13
HP: 31 ( 7d6+7 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Insight +5, Investigation +3, Perception +5
Abilities:Takes the Dash or Disengage action Characters starting its turn within 10ft must succeed on a DC 13 CHA saving throw or be unable to speak a deliberate lie until they start theit turn more than 10ft away
Craftsman Maca Tepuz
Armour Class: 13
HP: 16 ( 3d8+3 )
Speed: 25ft
Proficiency Bonus: +2
Skills: Nature +4, Perception +5, Stealth +6, Survival +5
Abilities:Advantage on saving throws against poison damage Advantage on WIS (Perception) checks that rely on hearing or sight Handaxe: d6 slashing damage
Shop Assistant In Tepuz
Armour Class: 15
HP: 104 ( 19d8+19 )
Speed: 30ft
Saving Throws: DEX +6, CHA +6
Skills: Deception +6, Perception +4, Performance +6, Persuasion +7, Sleight of Hand +6
Abilities:(4/Day). As a reaction, can allow a character within 30ft to reroll a failed attack roll, saving throw, or ability check; and who must use the second roll, even if it is lower than the original Can use an action to confuse a target causing disadvantage on their next WIS saving throw before the end of In’s next turn.
Water Engineer Hanmice
Armour Class: 12
HP: 165 ( 3d8+30 )
Speed: 30ft
Abilities:Club: d4 bludgeoning damage
Speakers of Calixtlahuaca are the authority in the campas, appointed by the Great Speaker.
They are given credit when things run smoothly; or the blame when things go wrong.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) | 18 (+4) |
HP: 88 ( 16d8+16 )
Speed: 30ft
Saving Throws: WIS +6, CHA +7
Skills: History +5, Investigation +5, Insight +6, Persuasion +7
Abilities:
The sheriff is elected by the speakers to enforce the rules and regulations decreed.
Vasu is an honourbound man and fairly trusting but doesn't hold back when perusing his duties.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 13 (+1) | 12 (+1) | 17 (+3) | 10 (+0) |
HP: 31 ( 7d6+7 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Insight +5, Investigation +3, Perception +5
Abilities:
Older brother to In.
Maca is one of the best boneworkers, with his own shop, in Coyo.
If the PCs just happen to have a unique item they are willing to give up, Maca might sell their products at only 10% of the normal price.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
HP: 16 ( 3d8+3 )
Speed: 25ft
Proficiency Bonus: +2
Skills: Nature +4, Perception +5, Stealth +6, Survival +5
Abilities:
Younger sister to Maca.
In aids her brother in selling supplies at their shop.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 13 (+1) | 14 (+2) | 13 (+1) | 18 (+4) |
HP: 104 ( 19d8+19 )
Speed: 30ft
Saving Throws: DEX +6, CHA +6
Skills: Deception +6, Perception +4, Performance +6, Persuasion +7, Sleight of Hand +6
Abilities:
A well-connected stoneworker working on assignment to maintain the city's water management infrastructure.
He is known to sell gear for a side income.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 10 (+0) | 20 (+5) | 15 (+2) |
HP: 165 ( 3d8+30 )
Speed: 30ft
Abilities:
Thumtl, Sadhu, Vasu are leaders of their community who are predominately preoccupied in dealing with a civil disorder under the mines of Atoyac.
Maca, In and Hanmice are NPC craftspeople who can supply the PCs with different gear for desert survival.
Maca, In and Hanmice are NPC craftspeople who can supply the PCs with different gear for desert survival.
Competitors
Bird Catcher Vinketl
Armour Class: 15
HP: 71 ( 13d8+13 )
Speed: 40ft
Skills: Animal Handling +8, Athletics +4, Perception +6
Abilities:Advantage on checks to track a target Can use DEX instead of STR to make ranged attacks with his net, which gains a +2 to attack roll (included in the attack) As a bonus action, one chosen target within 60ft is dealt an additional 2d4 damage when hit with a weapon Net: Target is restrained until freed and has no effect on anyone Huge or larger. The target, or another within reach, can use their action to make a DC 10 STR check. Dealing 5 slashing damage to the net (AC 10) also frees the target without harming the target.
Bird Catcher Caxtil
Armour Class: 15
HP: 77 ( 14d8+14 )
Speed: 30ft
Skills: Intimidation +2, Investigation +4, Perception +6, Survival +6
Abilities:Advantage on checks to track a target Can use DEX instead of STR to make ranged attacks with his net, which gains a +2 to attack roll (included in the attack) As a bonus action, one chosen target within 60ft is dealt an additional 2d4 damage when hit with a weapon Net: Target is restrained until freed and has no effect on anyone Huge or larger. The target, or another within reach, can use their action to make a DC 10 STR check. Dealing 5 slashing damage to the net (AC 10) also frees the target without harming the target. Incurs no disadvantage on ranged attacks made against targets that are prone; and when he reduces a target to 0 hp, he can choose to knock them out instead of kill them When a hostile character ends their turn within 5ft, he can move up to 15ft without provoking attacks A prone target within 5ft must succeed on a DC 14 DEX or STR saving throw (their choice) or become grappled and restrained (escape DC 14) by him.
Supervisor Vitzal
Armour Class: 15
HP: 75 ( 10d8+30 )
Speed: 30ft
Skills: Animal Handling +8, Survival +6
Abilities:Whip: d4+2 slashing damage
Twin to Caxtil.
Though Vinketl has steady work, he also illegally disguises duck feathers as quetzal feathers in order to scam ignorant traders.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 13 (+1) | 10 (+0) | 18 (+4) | 15 (+2) |
HP: 71 ( 13d8+13 )
Speed: 40ft
Skills: Animal Handling +8, Athletics +4, Perception +6
Abilities:
Twin to Vinketl.
Though Caxtil has steady work in the waterways, he is also a poacher. He and his brother regularly venture out into the wilderness to trap birds outside of the hunting season.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 13 (+1) | 15 (+2) | 18 (+4) | 10 (+0) |
HP: 77 ( 14d8+14 )
Speed: 30ft
Skills: Intimidation +2, Investigation +4, Perception +6, Survival +6
Abilities:
Vitzal is an animal breeder acting in partnership with Caxtil and Vinketl.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 16 (+3) | 10 (+0) | 18 (+4) | 12 (+1) |
HP: 75 ( 10d8+30 )
Speed: 30ft
Skills: Animal Handling +8, Survival +6
Abilities:
Vinketl and Caxtil are in the employ of Hanmice for honest work, but are also involved in several petty criminal enterprises with Vitzal.
This operation hides a stash of bird feathers in the mines. while not incriminating to the trio, this hoard still has a high apparent value to anyone who finds it.
This operation hides a stash of bird feathers in the mines. while not incriminating to the trio, this hoard still has a high apparent value to anyone who finds it.
Adversaries
Dagaltin the Restaurant Owner
Armour Class: 13
HP: 32 ( 5d8+10 )
Speed: 30 ft., Swim 30 ft.
Saving Throws:
Proficiency Bonus: +1
Skills: Nature +4, Perception +4, Stealth +5
Abilities:Can take the Disengage or Hide actions as a bonus action on each of its turns Urchin-Spine Shortsword: d6+3 piercing damage plus 3d6 poison damage. If the damage reduces a target to 0hp, they are stable but poisoned for 1 hour, even after regaining hp, and are paralyzed while poisoned in this way.
Nastl the Shop Owner
Armour Class: 18
HP: 55 ( 10d8+10 )
Speed: 30ft
Skills: Medicine +7, Persuasion +3, Religion +3
Abilities:
Dagaltin bears a hostile attitude towards authority.
Should he hear that the PCs are attempting to resolve the tunnel protest, he would try to poison at least one party member just once without anyone knowing.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
HP: 32 ( 5d8+10 )
Speed: 30 ft., Swim 30 ft.
Saving Throws:
Proficiency Bonus: +1
Skills: Nature +4, Perception +4, Stealth +5
Abilities:
Nastl is suspicious of the party's origin and purpose.
If he realizes that the PCs are on the run from the law, he will notify the sheriff who will attempt to arrest them.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
HP: 55 ( 10d8+10 )
Speed: 30ft
Skills: Medicine +7, Persuasion +3, Religion +3
Abilities:
Both are older members of society and established business owners in Atoyac. They are motivated with maintaining their own status quo and their connections to others.
Backdrops
Locations
Calixtlahuaca Campa
The peninsula is home to only two calpōlli: Coyo and Atoyac. Together, they form the Calixtlahuaca Campa which is administered from Coyo due to its more fertile soil. And as a result, the great majority of the inhabitants live on the lakeward facing side for easy access to the lakes. Tepuz shop, reservoir, Atoyac is a region of inhabited caves within the chain of wave-like hills to avoid the dust devils and as defense against Wargs. Population growth is restricted to this landscape feature for fear of bandits and raiders across the desert.Threats
Dust Devils
Only on a separate 20 die roll during the GM's encounter roll, will any encounter occur during a dust storm that can last for 2d4 hours.- It reduces visibility to 20ft.
- Characters within:
- have concealment ( 20% miss chance)
- must make a DC 14 DEX saving throw or take d12 bludgeoning damage and be blinded until the start of their next turn, or taking half as much damage and not be blinded on a success
- have a 30% change of either being:
- Raised 5ft off the ground and thrown 10ft
- Flung 20ft around the edge of the storm for 2d10 falling damage
- Dropped 5ft at the center of the storm
d% | Size | ||
---|---|---|---|
Armour | Small | Medium | Large |
None | |||
Light (1-11) | |||
Medium (12-15) | |||
Heavy (16+) |
Plot type
Multi-Stop Journey
Parent Plot
Related Characters
Related Organizations
Related Locations
Potential Gear from the Tepuz siblings
- Cactus Flask
- Description: A water flask made from a hollowed cactus. It contains small fibers that filter sand and impurities, making it suitable for holding water or gathering morning dew.
- Mechanics Grants advantage on Survival checks to find water and can collect d4 pints of water from morning dew with a successful DC 10 Survival check.
- Sunshade Cloak
- Description: A light cloak made from woven palm fronds and fibers, providing shade and protecting the wearer from intense sunlight.
- Mechanics: Reduces exhaustion checks related to heat by one level of difficulty (DC 15 instead of DC 16). Grants advantage on CON saving throws to resist exhaustion from heat.
- Obsidian Mirror
- Description: A small, polished obsidian mirror used to signal for help or find reflective surfaces.
- Mechanics: Can be used to reflect sunlight to signal others up to a mile away. Also provides advantage on WIS (Perception) checks to spot reflective surfaces or distant objects in bright light.
- Honeyed Dried Fruits
- Description: Fruits preserved in honey to retain their hydration and provide energy.
- Mechanics: Eating a portion restores 1 hp and grants temporary resistance to exhaustion caused by heat for one hour.
- Burden Basket
- Description: A woven basket traditionally carried on the back, crafted to keep stored items from overheating.
- Mechanics: Food and water stored in the basket remain usable twice as long as normal. Provides an extra 10% capacity for water storage without increasing weight.
- Sand Goggles
- Description: Small wooden or bone frames with narrow slits, shielding the wearer’s eyes from harsh desert winds and sunlight.
- Mechanics Grants advantage on checks and saving throws against blinding effects from sand or bright light, and reduces disadvantage from visibility issues due to sandstorms or glare.
- Pulque Gourd
- Description A hollowed-out gourd containing a small amount of fermented agave drink (pulque), offering energy and mild hydration.
- Mechanics Drinking pulque restores d4 temporary hp and reduces a level of exhaustion once per day. Overuse (more than once per day) requires a DC 12 CON save or the character is poisoned for one hour.
- Healer's Balm
- Description: A mixture of local herbs like aloe and yucca in a compact form, used for treating sunburns and skin irritation.
- Mechanics: Applying balm restores d4 hp and grants resistance to fire damage for one hour. Reduces exhaustion from sunburn and heat by one level.
- Snake Fang Knife
- Description: A short knife with an edge made from a snake fang, which is durable and well-suited for skinning creatures and cutting desert plants for water.
- Mechanics: Provides advantage on Survival checks to find or gather food and water. Also functions as a dagger with +1 against desert creatures.
- Cooling Headwrap
- Description: A headwrap woven from soft reeds and dipped in cool water, covering the head and neck for sun protection.
- Mechanics: Grants advantage on saving throws to resist heat-related exhaustion. Stays cool for up to four hours, or one hour if in direct sunlight, before needing to be rehydrated.
- Dragon Lantern
- Description: A clay jar that safely contains a dragonfly, producing dim light for night travel without smoke or flame.
- Mechanics: Emits dim light in a 10-ft radius that won’t go out in strong winds or sandstorms.
- Wind Stone
- Description A small traditional stone with symbols carved by local shamans to protect against sand and dust.
- Mechanics: Activating the stone (as a bonus action) provides immunity to inhaled sand particles for one hour, granting advantage on saving throws against effects of choking and suffocation from sandstorms.
- Scorpion Venom (for Weapons)
- Description: A small vial containing venom from the desert scorpion, used to coat weapons.
- Mechanics: When applied to a weapon, the next hit inflicts d6 poison damage and requires the target to make a DC 12 CON save or be poisoned for one hour.
- Sacred Ashes
- Description: Collected ash from ceremonial fires, used to ward off spirits or gain favor with desert deities.
- Mechanics: Sprinkling the ashes grants advantage on WIS (Survival) checks in the desert for one day. Additionally, applying ashes gives advantage on Knowledge checks involving desert animals.
- Prayer Stick
- Description: A stick carved with symbols and adorned with feathers, used in prayer rituals to request water or protection.
- Mechanics: When used in a short rest ritual, grants the user and up to three companions a +1 bonus to CON saves against dehydration for eight hours. Once per day only.
- Sun Shade Cloak
- Description: A lightweight cloak made from cactus fiber or agave leaves, with a wide-brimmed hood to shield from the sun.
- Mechanics: Reduces exhaustion caused by sun exposure and extreme heat. Provides advantage on CON saving throws against heat exhaustion. Allows wearer to travel comfortably in desert environments for twice as long before requiring water.
- Cactus Skin Waterskin
- Description: A large, durable waterskin made from the thick, waxy skin of desert cacti , designed to retain moisture and keep water cool.
- Mechanics: Holds twice as much water as a regular waterskin and keeps contents cooler for up to 24 hours. Reduces the DC for survival checks related to dehydration by 2 if this waterskin is carried.
- Beetle Salve
- Description: A paste made from the crushed shells of beetles, which is spread on the skin for cooling and sun protection.
- Mechanics: Grants resistance to fire and heat-based damage for 1 hour and provides advantage on CON saves against exhaustion due to extreme heat. Lasts for 4 hours per application.
- Obsidian Mirror
- Description: A small, polished piece of obsidian used to signal others across the desert by reflecting sunlight.
- Mechanics: Can be used to signal up to 10 miles away on clear days. Allows the user to cast the Message spell once per day when sunlight is reflected off it, but only to targets within line of sight.
- Yucca Fiber Sandals
- Description: Sturdy sandals woven from yucca or agave fibers, with thick soles that protect the feet from burning sands and sharp rocks.
- Mechanics: Allows wearer to ignore difficult terrain caused by sand and gain +5 movement speed in desert environments. Grants advantage on DEX saving throws to avoid hazards on hot terrain.
- Windstone
- Description: A smooth stone carved with glyphs and infused with magic to call a small, cool breeze around the bearer.
- Mechanics: Can be activated once per short rest to create a 10-ft radius of cool air around the user for 1 hour, reducing exhaustion levels by one level if caused by heat. Also provides advantage on saving throws against heat-induced exhaustion while active.
- Agave Resin Glue
- Description: A strong, adhesive resin harvested from agave plants, useful for mending gear and creating tools in the wild.
- Mechanics Can be used to repair minor breaks in survival gear and weapons. Takes 10 minutes to apply and hardens after 1 hour. Restores d4 hp to mundane items or weapons with minor damage or cracks.
- Desert Berry Rations
- Description: Rations of dried desert berries, such as cactus fruit, that provide both hydration and sustenance.
- Mechanics: A single portion sustains a creature for 1 day and grants 1 extra hour of energy in extreme heat. Grants advantage on CON saves related to heat exhaustion for 1 hour.
- Serpent Feather Fan
- Description: A fan made from the vibrant feathers of desert birds, used to keep cool and distract small predators.
- Mechanics: Provides advantage on animal handling checks when dealing with desert creatures. When used, it provides the bearer with a +1 bonus to any WIS (Survival) checks related to navigation or foraging in desert areas.
- Jaguar Paw Grip
- Description: Leather straps with jaguar fur that wrap around the feet and hands, giving extra traction and preventing slipping on hot, loose sand or rocky cliffs.
- Mechanics: Grants a +2 bonus on STR (Athletics) and DEX (Acrobatics) checks related to climbing or moving on rocky desert terrain. Wearer has advantage on saving throws against slipping or falling on loose desert sand.
- Sand Gourd
- Description: A small, intricately carved gourd that purifies water, popular among desert nomads.
- Mechanics Once per day, the gourd can purify up to 1 gallon of water, rendering it safe to drink. Grants advantage on Survival checks to locate or conserve water in the desert.
- Nightbloom Blossom
- Description: A rare flower that blooms only at night in desert climates. Can be used to create a cooling poultice or eaten for a temporary boost.
- Mechanics: Consuming the blossom grants the user resistance to fire damage for 1 hour and advantage on saving throws against heat-induced exhaustion. If used to create a poultice, it provides the same benefits to a target for 2 hours.
- Sacred Cenote Sandstone
- Description: A small sandstone amulet worn around the neck, carved from stone near sacred cenotes (natural desert wells).
- Mechanics Provides the bearer with a slight magical attunement to water. The user can sense the nearest source of drinkable water within a mile once per day. Grants advantage on Survival checks related to water sourcing.
- Scorpion’s Sting Dagger
- Description: A small, obsidian-bladed dagger that’s effective in desert combat, used traditionally by desert warriors for close-quarter defense.
- Mechanics: Deals d4 poison damage on a hit. Targets struck with the dagger must make a DC 12 CON saving throw or suffer disadvantage on their next attack or skill check due to the numbing effect.
- Desert Eye Paint
- Description: A pigment applied around the eyes made from the powder of desert stones, allowing sharp vision in harsh sunlight.
- Mechanics: When applied, grants advantage on Perception checks in bright sunlight and allows the user to spot hidden features or distant landmarks up to twice as far in desert environments.
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Author's Notes
The longest journey - Chapter two