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Ohōme (oh-HOH-meh)

by hughpierre

Levels 1 - 4

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
STRDEXCONINTWISCHA
8 (-1)14 (+2)10 (+0)10 (+0)8 (-1)8 (-1)
Armour Class: 15
HP: 7 ( 2d6 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Steath +6
Abilities:
  • Can take the Disengage or Hide action as a bonus action on each of its turns
  • Short Bow: d6+2 piercing damage
  • The transport crew initially wanted to go the other direction due to the disturbances, but blocked traffic has since forced them to turn around and attempt a desert crossing. Should the PCs accept, they are waylaid by 8 bandits not long after leaving Coyo.

    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
    STRDEXCONINTWISCHA
    15 (+2)14 (+2)14 (+2)13 (-2)13 (+0)13 (-3)
    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
  • 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
    STRDEXCONINTWISCHA
    14 (+2)10 (+0)14 (+2)6 (-2)10 (+0)6 (-2)
    Armour Class: 11
    HP: 13 ( 2d8+4 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Stealth +2
    Abilities:
  • Advantage on DEX (Stealth) checks made to hide
    1. DC 10 or 14 Insight check to sense an optimal time to grab the tools unnoticed
    2. 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
    3. 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
    4. 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
    Gruna is in charge of quickly supervising the transfer of iron ingots to Atoyac and under the mine to travel to Tlopetla.
    STRDEXCONINTWISCHA
    11 (+0)11 (+0)11 (+0)11 (+0)11 (+0)11 (+0)
    Armour Class: 10
    HP: 14 ( d8 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Perception +11
    Abilities:
  • Teōc
    A guard and assistant to Gruna in trade.
    STRDEXCONINTWISCHA
    13 (+1)12 (+1)12 (+1)10 (+0)11 (+0)10 (+0)
    Armour Class: 16
    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
    Ocnama
    A guard and heavy lifter for much of the team's cargo.
    STRDEXCONINTWISCHA
    15 (+2)12 (+1)14 (+2)10 (+0)10 (+0)10 (+0)
    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
    Older twin to Rica.

    Lia sees to the provisions for their establishment.
    STRDEXCONINTWISCHA
    10 (+0)17 (+3)13 (+1)10 (+0)14 (+2)10 (+0)
    Armour Class: 15
    HP: 38 ( 7d8+7 )
    Speed: 40ft
    Abilities:
  • Unarmed Strike: d4+3 bludgeoning damage
  • Rica Tlanelhuatl
    Younger twin to Lia.

    Rica tends to the cooking and cleaning and is the more front-facing of the two.
    STRDEXCONINTWISCHA
    10 (+0)10 (+0)12 (+1)13 (+1)16 (+3)13 (+1)
    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, 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.

    Neutrals/Bystanders

    Speaker(s) Thumtl of Coyo / Sadhu of Atoyac
    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.
    STRDEXCONINTWISCHA
    10 (+0)16 (+3)12 (+1)14 (+2)16 (+3)18 (+4)
    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
    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.
    STRDEXCONINTWISCHA
    7 (-2)16 (+3)13 (+1)12 (+1)17 (+3)10 (+0)
    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
    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.
    STRDEXCONINTWISCHA
    11 (+0)14 (+2)12 (+1)11 (+0)13 (+1)11 (+0)
    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
    Younger sister to Maca.

    In aids her brother in selling supplies at their shop.
    STRDEXCONINTWISCHA
    9 (-1)16 (+3)13 (+1)14 (+2)13 (+1)18 (+4)
    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
    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.
    STRDEXCONINTWISCHA
    10 (+0)14 (+2)13 (+1)10 (+0)20 (+5)15 (+2)
    Armour Class: 12
    HP: 165 ( 3d8+30 )
    Speed: 30ft
    Abilities:
  • Club: d4 bludgeoning damage
  •  
    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.

    Competitors

    Bird Catcher Vinketl
    Twin to Caxtil.

    Though Vinketl has steady work, he also illegally disguises duck feathers as quetzal feathers in order to scam ignorant traders.
    STRDEXCONINTWISCHA
    14 (+2)17 (+3)13 (+1)10 (+0)18 (+4)15 (+2)
    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
    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.
    STRDEXCONINTWISCHA
    14 (+2)17 (+3)13 (+1)15 (+2)18 (+4)10 (+0)
    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
    Vitzal is an animal breeder acting in partnership with Caxtil and Vinketl.

    STRDEXCONINTWISCHA
    12 (+1)15 (+2)16 (+3)10 (+0)18 (+4)12 (+1)
    Armour Class: 15
    HP: 75 ( 10d8+30 )
    Speed: 30ft
    Skills: Animal Handling +8, Survival +6
    Abilities:
  • Whip: d4+2 slashing damage
  •  
    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.

    Adversaries

    Dagaltin the Restaurant Owner
    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.
    STRDEXCONINTWISCHA
    11 (+0)16 (+3)14 (+2)10 (+0)15 (+2)11 (+0)
    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
    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.
    STRDEXCONINTWISCHA
    14 (+2)10 (+0)12 (+1)13 (+1)16 (+3)13 (+1)
    Armour Class: 18
    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:
        1. Raised 5ft off the ground and thrown 10ft
        2. Flung 20ft around the edge of the storm for 2d10 falling damage
        3. Dropped 5ft at the center of the storm
        depending on the table
    d% Size
    ArmourSmallMediumLarge
    None
    Raise
    0-89
    Fling
    90-99
    Drop
    Never
    Raise
    0-79
    Fling
    80-94
    Drop
    95+
    Raise
    0-49
    Fling
    50-74
    Drop
    75+
    Light
    (1-11)
    Raise
    0-84
    Fling
    85-94
    Drop
    95+
    Raise
    0-69
    Fling
    70-89
    Drop
    90+
    Raise
    0-39
    Fling
    40-59
    Drop
    60+
    Medium
    (12-15)
    Raise
    0-74
    Fling
    75-89
    Drop
    90+
    Raise
    0-49
    Fling
    50-69
    Drop
    70+
    Raise
    0-19
    Fling
    20-39
    Drop
    40+
    Heavy
    (16+)
    Raise
    0-54
    Fling
    55-69
    Drop
    70+
    Raise
    0-9
    Fling
    10-29
    Drop
    30+
    Raise
    Never
    Fling
    Never
    Drop
    Always

    Plot type
    Multi-Stop Journey
    Parent Plot
    Related Characters
    Related Organizations
    Related Locations

    Potential Gear from the Tepuz siblings
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. 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.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    13. 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.
    14. 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.
    15. 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.
    Potential Gear from Hanmice
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. 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.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    13. 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.
    14. 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.
    15. 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.


    Cover image: That Purple Desert by Mujia Liao

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