ALCHEMY FUNDAMENTALS: be replenished by spending some time
scavenging. An alchemist should always
• Concoctions: Alchemical concoctions be on the lookout for key ingredients to
replenish their Alchemist Toolkit (see
are the primary means by which an Mechanics of the Alchemy System below).
alchemist can manipulate the world.
These concoctions might be used to • The Three Foci - Mind, Body, and Soul:
provide temporary ability enhancements,
to allow glimpses into the future, or Alchemy focuses on three avenues of
even to sprout wings for limited time. manipulation called foci: Mind, Body, and
More complex concoctions require Soul. Each focus is connected to a pair
more complex ingredients, known as of ability scores and associated elements
legendary ingredients. These higher-quality (both primary and secondary) that are
concoctions produce more permanent used with Alchemy Supplies to create
results. Whatever the level of quality, alchemical concoctions.
creating concoctions must be approached
with extreme caution and only the most • Body Alchemy typically focuses on
skilled students of alchemy should even
attempt such an endeavor. The tiniest physical manipulations and is often
mistake can have catastrophic results. administered through injections, capsules,
Types of concoctions are listed at the end or mechanical grafts. These might
of this chapter (see List of Concoction strengthen the muscles, enhance speed,
Effects). or create additional limbs.
IMPORTANT TIP: Alchemical concoctions Associated Abilities: Strength and
create spell-like abilities by using science Dexterity
rather than magical methods. Feel free Primary Element: Adamantine
to create your own concoctions with the Secondary Elements: Gold (10 gp) and Tin
following considerations:
• Mind Alchemy manipulates what the
○ Concoctions primarily produce effects
mind perceives, how it comprehends
of cantrips and first, second, and third- things, or how it is influenced. This type
level spells. of manipulation often manifests itself
through inhalable vapors or oils that
○ Anything beyond that should be accelerate the release of pheromones.
Typically, these concoctions influence the
considered a Legendary Concoction minds of an alchemist’s adversaries or
and approached accordingly. enhance the alchemist’s own faculties of
perception.
• The Primary Elements of Alchemy: Each Associated Abilities: Intelligence and
Charisma
focus (Mind, Body, or Soul) utilizes a Primary Element: Diamond
primary element that acts as a catalyst Secondary Elements: Silver (100 sp) and
for changes to the associated abilities. Lead
Each of these primary elements is a
crucial ingredient in the creation of an • Soul Alchemy manipulation focuses on the
alchemical effect within its focus. The
primary elements are Diamond (Mind), energy that connects the soul to its body.
Adamantine (Body), and Mithral (Soul). These effects are created primarily by
introducing alchemical mixtures directly
• The Secondary Elements of Alchemy into the bloodstream with syringes,
dissolvables, or patches. The resulting
(Substitutes for Primary Elements): effects may be a variety of enhancements
Although using primary elements is the to overall vitality.
safest and most efficient method of
making concoctions, another method Associated Abilities: Wisdom and
may be used. Each focus has a secondary Constitution
element that is more commonly found, Primary Element: Mithral
and which can be used in place of the Secondary Elements: Platinum (1 pp) and
primary element. However, in using these Mercury
secondary elements an alchemist accepts
a certain risk that the resulting concoction ALCHEMY
might produce adverse - sometimes even
deadly - effects.
• Components From the Alchemist Toolkit:
In addition to the primary elements and
their near substitutes, the crafting of
concoctions also relies on key components
that are found in the Alchemist Toolkit.
These components are consumed
when creating a concoction, but can
41
Mechanics of the Alchemy System: The alchemical process allows for the creation
of concoctions that produce spell-like
• Alchemist’s Supplies Augmented: abilities and effects that may otherwise be
inaccessible to the character. Each effect falls
Because the Alchemist’s Supplies in the under a specific focus (Mind, Body, and Soul)
core rules are fairly nondescript and do and is associated with a given ability score
not have many specific uses, this system (Strength, Dexterity, Constitution, Intelligence,
assumes that proficiency with these Wisdom, or Charisma).
supplies is a prerequisite for creating
any alchemical concoction. However, The steps of the process for the GM are as
additional consumable components are follows:
also required. Hence the addition of the
Alchemist Toolkit. 1. Have the player choose the desired effect
from the List of Concoction Effects.
• An Alchemist Toolkit has a reasonable
2. Use the Alchemy Effects Cost Table to
amount of common components and determine completion time, required
ingredients: materials like oils, pastes, ingredients, and the related DC.
purified water, powdered iron, and various a. Have players make the necessary
common components. These are assumed Alchemy check using the INT(Nature)
to be plentiful and easily acquired, but they skill.
are by no means infinite. An Alchemist b. Spend Ingredients (consumed during
Toolkit contains 10 charges which are the process) and advance time based
consumable and which may be utilized on success or failure.
when creating concoctions. Replacement c. Refer to “Side Effects Table” and
charges may either be purchased or resolve the outcome (If Any).
scavenged (see Scavenging for Materials
and Materials Cost Table). 3. If requirements are met, the player
For more powerful alchemical concoctions, produces the given concoction and may
an alchemist may need to collect specific consume it at the appropriate time.
ingredients that are more difficult to obtain.
Perhaps these ingredients can only be found
in isolated or dangerous locations. They may
only exist on other planes of existence, or they
may even be the body parts of formidable
creatures.
IMPORTANT TIP: In an effort to provide for
flexibility, secondary elements are common
items or coins which can be used directly in
the creation of alchemical concoctions. At
the GM’s discretion, the use of secondary
elements may be disallowed, and characters
may be required to search out or purchase
primary elements in order to increase the
rarity of concoctions.
The Alchemical Process
The process of crafting a concoction
consists of three aspects: materials, time,
and proficiency. In order for an alchemical
attempt to be made, a practitioner must be
able to provide the materials, to dedicate
the necessary time, and to accept the risks
involved with the attempt. If the material
cost or time commitment cannot be met,
then the attempt cannot move forward. If the
risk is high, then the player of the alchemist
character must either choose to move forward
or to delay until such time that the risk can be
lowered.
Concoctions are categorized based on a
rarity scale (common, uncommon, rare, very
rare, and legendary). The higher the desired
effect’s rarity, the higher the overall cost.
See the Alchemy Effects Cost Table on the
following page.
42 ALCHEMY
Example:
Grio Whiteshine has been dabbling in the study of alchemy for many years. As he and his
adventuring companions are preparing to explore a shipwreck beneath the swells of the Gulf of
RoHalta, Grio considers the fact that the ability to breathe under water would be very useful in this
scenario. He plans to attempt a Gill Growth Concoction from the Constitution branch of the Soul
Alchemy focus. His steps are as follows:
1. The Gill Growth Concoction produces a Very Rare alchemical effect, which means that Grio
must prepare to spend as many as 14 hours of downtime to produce the concoction.
2. Grio will have to spend 5 charges from his Alchemist Toolkit, and either 300 gold pieces
worth of Mithral or 15 platinum coins, all of which will be consumed during the attempt.
3. Grio chooses to dismantle a set of Mithral Chain Mail to acquire the ingredient portions that
he needs (about 3/5ths of the chain mail based on a 500 gp value of the armor and the
ingredients cost from the Material Costs Table). He uses the more expensive mithral because
he’s had bad experiences with Secondary Elements in the past.
4. With all the ingredients gathered and the time set aside, Grio must succeed on a DC 18
INT(Nature) check to create the concoction.
5. Since he is not using Secondary Elements, Grio will only experience side effects if he fails in
the alchemy attempt.
6. Unfortunately, the result of Grio’s INT(Nature) check is a 12, which is a failure of 5 or more. The
concoction fails dramatically, and a roll of 5 on the Severe Side Effects table leaves Grio with
Indefinite Madness.
7. If Grio had had access to a Legendary Mineral (See Game Master Sidebar with Legendary
Ingredients), he could have boosted his chances for success and reduced the risk of Severe
Side Effects at the same time.
Side Effects
Some concoctions may create adverse effects during their creation or consumption. The Game
Master should refer to this table to determine the outcome.
Alchemy Check Result Side Effects Table
Critical Failure: -5 or more Side Effect Resolution
Failure Roll on “Severe Side Effects” Table
Success While Using Secondary Roll on “Failure Side Effects” Table
Elements
Roll on “Secondary Element Side Effects” Table
Critical Success: +5 or more
No Side Effect and Double the Amount of the
Concoction.
Failure Side Effects: With these common side effects, the concoction fails, materials are wasted,
and the alchemist may be affected negatively because of the attempt
Roll 1d10 Failure Side Effects
1 Impurities in the ingredients cause a rare reaction that does (4d10) Necrotic
2 damage to the alchemist.
3 The energy required to attempt the concoction leads to 1 Level of Exhaustion.
4 If the alchemist creates another concoction within 1d4 days, he or she is
Poisoned for the next 24 hours after the attempt.
5-10 The alchemist suffers from temporary madness. Roll for “Short Term Madness”
No Effect
ALCHEMY 43
Secondary Element Side Effects: If an alchemist chooses to use Secondary Elements, there is
an added risk of volatile reactions that can cause side effects. These effects are only experi-
enced by a creature who consumes an alchemical concoction that was created using Second-
ary Elements, and as such, it is important that the GM keeps track of the alternative effect. The
GM should keep the result a secret until the concoction is consumed. In addition to the intend-
ed effect, the character also experiences the effect from the table below.
Roll 1d10 Secondary Element Side Effect
1 Once the concoction wears off, you fall Unconscious for a period of 1 hour and
have vivid dreams of another plane of existence.
2 Immediately upon consuming the concoction, your skin turns an unusual color
(Green, Blue, Purple, Etc). The color returns to normal after a Long Rest.
3 Immediately upon consuming the concoction, you take (1d10 + 4) Necrotic
4 damage.
Once the concoction wears off, you become Poisoned for 24 hours.
5 Immediately upon consuming the concoction, you sprout horns and a tail.
These can only be removed with a Lesser Restoration spell or a Minor Remedy
6 concoction.
7-10 Immediately upon consuming the concoction, you lose your voice for 1d4 hours.
No Effect
Severe Side Effects: Severe side effects only take place during the crafting of the concoction
when a horrible failure violently disrupts the process. When an alchemist fails the required IN-
T(Nature) check by 5 points or more, the materials are lost, and a potentially devastating side
effect manifests itself immediately after the failure.
Roll 1d10 Severe Side Effect
1 The alchemist’s hit points are reduced to 0 and he or she must begin making
2 death saving throws on the next turn. Roll for Initiative.
The alchemist’s Strength Ability Score is reduced to 1. This can be reversed only
3 by a Greater Restoration spell or a Major Remedy concoction.
4 The alchemist is transported to the Ethereal Plane for a period of 24 hours and
5 can only communicate through minor influences on the Material Plane (change
6 in temperature, movement of small objects, projecting emotions, etc)
7-10 The alchemist’s alignment changes to a random one determined by the GM.
The alchemist suffers from madness. Roll on the “Indefinite Madness” table.
The alchemist becomes addicted to concoctions and must consume one every
24 hours or take one Level of Exhaustion. This addiction can be broken if no
concoctions are consumed for a period of 10 days.
No Effect
44 ALCHEMY
●D iffCdWereoehsnnecccnroiepacsttciiBooonennstcweorfeecffeeteincortnCstooisDnccOcooonncNcsteuOionmTntresaRdtaE,inotQhdneUSrIeepRfqefEeullcisrCtesOmtNaekCnetEshN.oTIlRdf AtimhTeImOceNodn,icaeotveceltynioaninfdrtehlaqesutiurfeonsdr etahrleSypidneuglrlaSstpiaovenell.
DC or Spell Attack roll, use the ability score that is associated with the concoction. For
example, the Aa lCchOeNmSicaavleBfrreoamthtCheontcaorgcetito. nBemciamuisces the effects of the Poison Spray cantrip
and requires it is listed as a Dexterity Effect of the
Body Focus, the Save DC is determined by the alchemist’s Dexterity Ability Score. Likewise,
athtteacZka.p SVinitcaelitity can inflict necrotic damage on a target using a melee spell
iCs oanWcoicsdtioomn Effect of the Soul Focus, the alchemist must use his or her
Wisdom Ability Modifier on the attack roll.
● Additionally, because alchemical concoctions do not require concentration, they have a
ltahset ifroerftfheectfsu. lIlfhaoucronacnodcctiaonnnohtasbea duration of 1 hour, the effects of that
cseotncdoucrtaitoinonwtilol voluntarily ended by the consumer. In
order to end an alchemical effect prior to its stated duration, an alchemist may ingest a
special elixir associated with the alchemical focus (Body Elixir, Mind Elixir, Soul Elixir). These
elixirs are common concoctions that should be kept on hand at all times.
● The spell-like effects of concoctions are precisely engineered and predetermined. Therefore,
they abehiegxheecruletevdel)in. Uanndeenrhnaoncceirdcuomr satmanpcleifsiemdamyaancnoenr c(oacstaiosnpgelrlacnatstiemrpisroavbelde to
cast smpaeyllsnaott or
augmented abilities to anyone other than the consumer.
AThcequmiroinstgcMoamtemroianl way to acquire materials is through purchase. Considering that each form
of currency (Gold, Silver, Platinum) can be used as a secondary element for a focus of alchemy,
one can simply spend time refining the materials in the coins themselves into a necessary
component for creating an alchemical concoction. An alchemist must simply exchange the
given currency for an associated effect under the appropriate focus.
MThaetefroilalol wCoinsgtstable represents the cost of alchemical ingredients. Ingredients may typically be
purchased from alchemy shops in major settlements.
Material Costs Table
Element/Ingredients GP Cost for 1 Ingredient Portion
Common Ingredients (Refill 1 charge of
Alchemist Kit) 1 gp
Platinum, Gold, Silver
Tin, Lead, Mercury 10 gp equivalent of corresponding coin type
Adamantine, Mithral, Diamond 10 gp
Legendary Ingredient (If available) 100 gp
1,000 gp +
SIfcaavpelanygeirngchfaorraCctoemr mwiosnheIsngtoresdciaevnetsnge for Common Ingredients to replenish charges for the
kIANelcTehp(NeimnatimustrienT)doocthlhkeaitct,kthh.eeUosArelscthhheeemmreiussstutTlstospoeflkrnoidtmcaatmnheionniRmleyuphmleonlodifs1h10ihnCoguhArarlscgeheaesrmcahtiisnatgtTioamnoedlk. imt uTastbmleabkeeloawD, Can1d2
Replenishing Alchemist Toolkit Table
DC 12 INT(Nature) Check Time Spent Scavenging Number of Charges Gained
Critical Failure: -5 or more 1d4 Hours 0
Failure 1 hour 1d6 - 2
Success 1 hour 1d6 + 2
Critical Success: +5 or more 1 hour 2d4 + 4
ALCHEMY 45
OAdbataminainntginPer, iMmiathryraEl,laenmdeDntiasmond have been ● The location is difficult to reach and has
used through the ages and are commonly a plethora of hazards the party must
mined deep within the earth. However, many overcome. It may take several days to
civilizations (both current and ancient) complete the journey, and it might even be
used these metals for a variety of purposes. the primary reason that the party chooses
At the GM’s discretion, sizable stores of to enter the wildlands.
alchemy quality elements may be discovered ● The ingredient may be a body part of a
by questing within a given natural biome. powerful creature. This creature should
Consider tying in the location of these primary provide a hard or deadly encounter for the
elements into the history of the current party. Typically these creatures will have
location. Here are a few examples: Lair and/or Legendary Actions.
● Perhaps the location is a hot spot for a
eAxntciniecnt t cCiviivliizlaiztaiotnionex-istThine ruins of an particularly powerful hazard (volcano,
these parts. tornado, etc).
Create your own group skill challenge
consisting of only History, Nature, and
Investigation skills to see how much of the Legendary Ingredient Quest Examples
primary element can be discovered. ● Desert: Oasis, Pyramids, Lost Civilization
● Swamp: Old Ruins, Hags’ Hut, Primordial
OmlidneMiinneth-eTahreeap.aRrtuymhoars heard of an old Corpse
has it the mine ● Mountain: Crashed Airship, The Highest
shut down due to a horrific tragedy. If the Peak, Temple of an Air God
party can solve the mystery and defeat the ● Grassland: Tar Pits, Lost Cave, Cursed
nameless threat, they may also discover Village
rich deposits of a primary element. ● Forest: Heart of the Forest, Forgotten
Grove, Secluded Elven Civilization
mLoastteSrihailpsmacernots-sAthcearwaviladnewrnaesstsr.aTnhsepyowrteinrge ● Arctic: Glacier, Frozen Lake, Fallen Empire
attacked by bandits who stole a store of Ruins
primary elements. Track the bandits down ● Coastal: Shipwreck, Underwater Cavern,
and receive a share of the materials as a Sunken Temple
reward. ● Subterranean: Magic Vein, Dark Dwarf
Stronghold, Deepest Reaches
Regardless of the adventure location, an tIMhaPtOmRaTyAbNeTaTdIPd:eAdntootthheer optional component
alchemist should be required to invest quite alchemy system is a
a bit of time and energy into locating sizable Legendary Mineral. This mineral can exist as a
quantities of primary elements, and pack crystal, metal ore, or some other imaginative
animals or vehicles may be necessary to substance. Consider using some or all of the
transport these heavy materials. following traits to create a Legendary Mineral
option:
LOebgteanindianrgyLienggerenddiaernytsInagrreedbieyntfasr the most
potent of the alchemy ingredients and are ● This mineral can only be found in
the most difficult to acquire. They can replace wilderness locations.
ANY of the lower tier ingredients under their
specific foci and are used to create the most ● The mineral must be mined from
powerful alchemical concoctions. This means the earth, but once found, it can be
they are not typically available for purchase, duplicated through the alchemy process.
and if they are, they are reserved for the If an alchemist has a sample of the
very, VERY wealthy. Generally, the only way material, he or she can attempt to
to acquire such an ingredient is to discover duplicate it with a DC 20 INT(Nature)
it yourself. This will involve heading into the check. If successful on this check, the
most dangerous areas the wildlands have to alchemist can turn the sample into 1,000
offer and/or encountering a highly dangerous gp worth of the Legendary Mineral.
creature.
Incorporating a legendary alchemy ingredient ● This mineral can be used in place of
into your game is a great opportunity for a Legendary ingredient, or it can be
you to highlight the more dangerous aspects used as a supplemental ingredient that
of the natural biome that your characters provides a +5 to INT(Nature) checks to
are exploring. The search for legendary create concoctions.
ingredients should be a quest that is
challenging for the players and provides a ● Name Examples: Residuum (Exandria),
sense of accomplishment upon its completion. Unobtainium (Avatar), Vibranium
Keep in mind these legendary ingredients (Marvel), Lyrium (Dragon Age), Lerasium
can produce powerful concoctions that can (Mystborn Trilogy).
permanently enhance a player character,
therefore, the challenge of obtaining these
ingredients should reflect that potential.
Consider the following when thinking of the
location of your legendary ingredient.
46 ALCHEMY
Alchemy Effect Cost Table ** Common Ingredients = 1 Charge from Alchemy Toolkit
RARITY OF ALCHEMY COMPLETION TIME REQUIRED INGREDIENT ALCHEMY INT
EFFECT Any Short Rest PORTIONS (NATURE)
Common 1d4 Hours CHECK DC
Uncommon Common x 2 12
8 Hours/1 Work Day Common x 3 AND
Rare Secondary Element x 3 14
Common x 5 AND
Secondary Element x 5 16
or Primary Element x 1
Very Rare 2d4+6 Hours Common x 5 AND 18
Secondary Element x 15
or Primary Element x 3
Legendary 1d4-1 Days (if 0 refer Common x 5 20
to Very Rare) AND Primary Element x 5
ANDLegendary Element x 1
List of Standard Concoction Effects
The following is a sampling of possible alchemical concoctions. Game Masters are encouraged
to work with players to create other unique alchemical effects. (Additional concoctions can
easily be created to represent spell effects from other 5th Edition sourcebooks).
Body Focus - Strength Effects
Effect Description
Body Elixir A small draught that works to end the effects of a Body
Common concoction prior to its intended duration.
DC 12 INT (Nature) + STR Mod
(Any Short Rest) A mechanical graft that covers both arms, starting at the
Enhance Strength Concoction shoulder blades and tracing down to the backside of the
Common hands. When active, it burns with empowering energy. +2 to
DC 12 INT (Nature) + STR Mod all Strength Saving Throws and Ability Checks for 1 hour.
(Any Short Rest) A capsule that when ingested allows for minor manipulation
Minor Enhancement Concoction of physical appearance, vocal amplitude, and minor telekinesis
Common effects. Gain the ability to cast the Thaumaturgy cantrip for
DC 12 INT (Nature) + STR Mod one hour.
(Any Short Rest) A simple, bland teacake that lasts as long as a normal traveling
“Eat Me” Concoction ration. When eaten it causes the bearer to increase in size.
Common Gain the effects of Enlarge/Reduce on self (enlarge only) for 1
DC 12 INT (Nature) + STR Mod minute.
(Any Short Rest) A small alchemical draught. When activated it causes the
“Drink Me” Concoction bearer to decrease in size. Gain the effects of Enlarge/Reduce
Common on self (reduce only) for 1 minute.
DC 12 INT (Nature) + STR Mod
(Any Short Rest) A mechanical graft placed upon the outside of both legs,
High Jump Concoction starting at the upper thigh and extending down towards the
Uncommon achilles heel. When activated, it allows the bearer to jump long
DC 14 INT (Nature) + STR Mod distances. Gain the effects of Jump on self for 1 minute.
(1d4 hours) A capsule that when ingested produces an alchemical aura
Aura of Alchemy Concoction around the consumer. Gain the effects of Mage Armor on self
Uncommon for 8 hours.
DC 14 INT (Nature) + STR Mod
(1d4 hours)
ALCHEMY 47
Effect Body Focus - Strength Effects
Bull’s Strength Concoction Description
Uncommon A tablet when ingested causes the consumer’s strength to
DC 14 INT (Nature) + STR Mod increase substantially. Gain the effects of Enhance Ability
(1d4 hours) (Bull’s Strength) on self for 1 hour.
Booming Crystal Concoction
Uncommon A sizable capsule with two combustible elements within.
DC 14 INT (Nature) + STR Mod When thrown, the volatile substances combine upon impact to
(1d4 hours) create an alchemical reaction of epic proportions. Cast Shatter
Fade to Black Concoction at 2nd Level.
Rare A capsule that can be thrown and that breaks on contact,
DC 16 INT (Nature) + STR Mod releasing a powerful vapor which robs creatures within its
(8 Hours) radius of their ability to see. Cast Darkness on a specific area
Auditory Denial Concoction for 10 minutes.
Rare A capsule that can be thrown at a location and which
DC 16 INT (Nature) + STR Mod produces a vapor upon impact. Those exposed are unable to
(8 Hours) speak or hear while within the area of the burst. Cast Silence.
Stupefacient Concoction
Rare A tiny, hollowed-out clay sphere that is filled with an
DC 16 INT (Nature) + STR Mod alchemical oil that vaporizes on impact. Creatures within the
(8 Hours) radius of the blast are robbed of their physical strength and
Natural Weapons Concoction their ability to move normally. Cast Slow for 1 minute.
Rare A tablet when consumed alters the consumer’s natural
DC 16 INT (Nature) + STR Mod physiology, granting the user beastly natural weapons. Gain
(8 Hours) the Natural Weapons benefits of the Alter Self spell for 1 hour.
Natural Armor Concoction
Rare A tablet when consumed produces a thick, bark-like skin on
DC 16 INT (Nature) + STR Mod the consumer. Gain the effects of Barkskin on self for 1 hour.
(8 Hours)
Oleum Vitae An alchemical oil that is vaporized in the form of oxygen.
Very Rare This oil is used to provide the temporary respiration system
DC 18 INT (Nature) + STR Mod inside of the Plague Mask and the Deep-Water Diving
(2d4 + 6 Hours) Apparatus, and it may be used in other devices to aid
respiration in harsh environments.
Gaseous Form Concoction A capsule that when ingested causes the consumer to
Very Rare dematerialize into a cloud of gas. Gain the effects of Gaseous
DC 18 INT (Nature) + STR Mod Form on self for 1 hour.
(2d4 + 6 Hours)
Strength Mutagen Concoction This process involves a series of injections into the muscles
Legendary of the chest, arms, and legs. A gradual transformation takes
DC 20 INT (Nature) + STR Mod hold in the body, causing a substantial increase in strength.
(1d4-1 Days) Permanently increase Strength Ability Score to 20.
Purity of Power Concoction A series of injections lead to a dramatic increase in upper
Legendary body strength and explosive power. Gain the Grappler Feat
DC 20 INT (Nature) + STR Mod and expertise in the STR(Athletics) skill.
(1d4-1 Days)
Gaseous Form Concoction
48 ALCHEMY
Effect Body Focus - Dexterity Effects
Enhance Dexterity Concoction Description
Common A mechanical graft that covers both legs, starting at the upper
DC 12 INT (Nature) + DEX Mod thighs and tracing down to the backside of the ankles. When
(Any Short Rest) active, the legs take on an especially lithe level of agility. +2 to
Alchemical Breath Concoction Dexterity Saving Throws and Ability Checks for 1 hour.
Common A capsule that is placed in the consumer’s mouth and crushed,
DC 12 INT (Nature) + DEX Mod thus producing an alchemical reaction that can be exhaled
(Any Short Rest) outward to a damaging effect. Cast Poison Spray.
Agility Concoction
Common A draught that boosts the alchemist’s speed and agility. Gain
DC 12 INT (Nature) + DEX Mod the effects of the Mobile Feat for 8 hours.
(Any Short Rest)
Speedster Concoction A tablet when ingested allows the consumer to move in short,
Uncommon fast bursts. Cast Expeditious Retreat on self for 10 minutes.
DC 14 INT (Nature) + DEX Mod
(1d4 Hours) A mechanical graft placed along the outsides of the legs.
Enhance Movement Concoction When activated allows the bearer to move with enhanced
Uncommon speed. Cast Longstrider on self for 1 hour.
DC 14 INT (Nature) + DEX Mod
(1d4 Hours) A tablet when consumed alters the consumers natural
Aquatic Adaptation Concoction physiology, allowing their body to adapt to an aquatic
Rare environment. Gain the Aquatic Adaptation benefits of the
DC 16 INT (Nature) + DEX Mod Alter Self spell for 1 hour.
(8 Hours) A mechanical graft placed along both arms and legs. When
Cat’s Grace Concoction activated the alchemist’s natural agility increases substantially.
Rare Gain the (Cat’s Grace) benefits of Enhance Ability for 1 hour.
DC 16 INT (Nature) + DEX Mod
(8 Hours) A vapor that when inhaled creates a minor disruption in the
Ghost Step Concoction user’s physical makeup. The alchemist’s passage through an
Rare area cannot be detected visually, audibly, or olfactorily while
DC 16 INT (Nature) + DEX Mod moving inconspicuously. Gain the benefits of Pass Without a
(8 Hours) Trace (only on self) for 1 hour.
A combination of mild adhesive and magnetic resonance
Wall Walker Concoction allow the alchemist to manipulate the gravitational forces for a
Rare limited time. Gain the benefits of Spider Climb for 1 hour.
DC 16 INT (Nature) + DEX Mod
(8 Hours) A tablet that when ingested causes the consumer to move
Pure Adrenaline Concoction with incredible speed and reaction time. Gain the benefits of
Very Rare Haste for 1 minute.
DC 18 INT (Nature) + DEX Mod
(2d4 + 6 Hours) This process involves the removal of skin around the arms
Dexterity Mutagen Concoction and legs. A mechanical graft replaces the skin and eventually
Legendary forms to the bearer’s body, causing their Dexterity to increase
DC 20 INT (Nature) + DEX Mod substantially. Permanently increase Dexterity Ability Score to
(1d4-1 Days) 20.
A series of injections lead to a lengthening of limbs, a toning of
Enhanced Mobility Concoction musculature, and dramatically increased flexibility. The result
Legendary is a permanent increase in movement speed. Gain the Mobile
DC 20 INT (Nature) + DEX Mod Feat and expertise in either the DEX (Acrobatics) or the DEX
(1d4-1 Days) (Stealth) skill.
A mechanical graft replaces the skin around the shoulder
Wings Mutagen Concoction blades and upper back. The bearer then consumes an
Legendary alchemical capsule that begins the formation of wings in the
DC 20 INT (Nature) + DEX Mod location of the replaced skin. Gain permanent wings with a
(1d4-1 Days) Flying Speed of 50ft.
ALCHEMY 49
Mind Focus - Intelligence Effects
Effect Description
Mind Elixir A small draught that works to end the effects of a Mind
Common concoction prior to its intended duration.
DC 12 INT (Nature) + INT Mod
(Any Short Rest)
Enhance Intelligence Concoction An alchemical oil is placed within a device which produces
Common a gas to be inhaled by the consumer, temporarily enhancing
DC 12 INT (Nature) + INT Mod intelligence. +2 to Intelligence Saving Throws and Ability
(Any Short Rest) Checks for 1 hour.
High Alert Concoction A draught that heightens the alchemist’s senses and improves
Common mental reaction speed greatly. Gain the effects of the Alert
DC 12 INT (Nature) + INT Mod Feat for 8 hours.
(Any Short Rest)
Oil of Deduction An alchemical mixture that produces a vapor once opened. The
Uncommon vapor is then inhaled giving an exposed creature keen powers
DC 14 INT (Nature) + INT Mod of observation. Gain the effects of the Observant Feat for 8
(1d4 Hours) hours.
Enhance Comprehension An alchemical oil is placed within a device which produces a
Concoction gas to be inhaled by the consumer, allowing them to become
Uncommon incredibly receptive to all manner of written and spoken
DC 14 INT (Nature) + INT Mod language. Gain the benefits of Comprehend Languages for 1
(1d4 Hours) hour.
Involuntary Rest Concoction A capsule which can be thrown. Upon impact it produces a
Uncommon copious amount of gas that causes exposed creatures to fall
DC 14 INT (Nature) + INT Mod unconscious. Cast Sleep for 1 minute.
(1d4 Hours)
Fox’s Cunning Concoction A special smelling salt is inhaled by the alchemist, boosting
Rare intelligence for a limited time. Gain the (Fox’s Cunning)
DC 16 INT (Nature) + INT Mod benefits of Enhance Ability for 1 hour.
(8 Hours)
Predictive Visions Concoction A paste is spread on the lips and gums, generating vivid flashes
Rare of future probabilities of success. Cast Augury.
DC 16 INT (Nature) + INT Mod
(8 Hours)
Duplicity Concoction An oil is applied directly to the alchemist’s skin, creating an
Rare explosion of psychoactive pheromones that confuse and
DC 16 INT (Nature) + INT Mod disorient enemies. Cast Blur on self for 1 minute.
(8 Hours)
Telepathy Concoction A draught that allows its drinker to hear the thoughts and
Rare intentions of those nearby. Gain the benefits of Detect
DC 16 INT (Nature) + INT Mod Thoughts for 1 minute.
(8 Hours)
Paralysis Concoction A breakable vial that can be thrown. Once broken it produces
Rare a gas that causes rapid but temporary paralysis. Cast Hold
DC 16 INT (Nature) + INT Mod Person on a single target.
(8 Hours)
Influencing Serum Concoction A beguiling alchemical perfume is placed directly on the
Rare alchemist’s skin, creating a pheromone that makes creatures
DC 16 INT (Nature) + INT Mod nearby susceptible to subtle suggestions. Cast Suggestion on a
(8 Hours) single target.
Out of Body Concoction A psychoactive substance placed directly beneath the user’s
Very Rare tongue that allows projection of one’s consciousness towards
DC 18 INT (Nature) + INT Mod a specified location. Gain the benefits of Clairvoyance for 10
(2d4 + 6 Hours) minutes.
Flawless Communication A capsule that once cracked open produces a vapor. When
Concoction inhaled, the consumer possesses the ability to communicate
Very Rare fluently in any recorded language. Gain the benefits of Tongues
DC 18 INT (Nature) + INT Mod for 1 hour.
(2d4 + 6 Hours)
50 ALCHEMY
Mind Focus - Intelligence Effects
Effect Description
Intelligence Mutagen Concoction An alchemical mixture is produced and burned within a small
Legendary hut or enclosed space. The consumer spends a considerable
DC 20 INT (Nature) + INT Mod amount of time inhaling the concoction and gains access to
(1d4-1 Days) a higher percentage of their cerebral cortex. Permanently
increase Intelligence Ability Score to 20.
Precision Tracking Concoction An alchemical mixture is produced and burned within a small
Legendary hut or enclosed space. The consumer spends a considerable
DC 20 INT (Nature) + INT Mod amount of time inhaling the concoction and gains permanent
(1d4-1 Days) improvements to mental acuity. Gain the Keen Mind Feat
permanently.
Wordsmith Concoction A powerful alchemical substance is injected directly into
Legendary the user’s spinal cord, granting a powerful understanding of
DC 20 INT (Nature) + INT Mod language and ciphers. Gain the Linguist Feat and expertise in
(1d4-1 Days) either the INT (Religion) or the INT (History) skill.
Mind Focus - Charisma Effects
Effect Description
Enhance Charisma Concoction An alchemical oil is sprayed upon the skin and seeps into the
Common pores, thus enhancing the consumer’s natural charm. +2 to
DC 12 INT (Nature) + CHA Mod Charisma Saving Throws and Ability Checks for 1 hour.
(Any Short Rest)
Friends Concoction An alchemical oil is sprayed upon the skin and creates a powerful
Common pheromone that can be tailored to a specific target. A creature
DC 12 INT (Nature) + CHA Mod who is exposed to the pheromone becomes infatuated with the
(Any Short Rest) consumer. Gain the ability to cast the Friends cantrip for 1 hour.
Pinpoint Insecurities Concoction A capsule when cracked open produces a vapor. Once inhaled, the
Common consumer is able to pinpoint the insecurities of others. Gain the
DC 12 INT (Nature) + CHA Mod ability to cast the Vicious Mockery cantrip for 1 hour.
(Any Short Rest)
Scent Masking Concoction An alchemical oil is sprayed upon the skin which suppresses
Common natural odor and emission of pheromones. Masks scent for up to
DC 12 INT (Nature) + CHA Mod 1 hour for Hunting or for any other purpose where odor might be
(Any Short Rest) detrimental to success.
Distracting Perfume Concoction The alchemist applies a powerful perfume directly to his or her
Uncommon skin. When the resulting vapor is inhaled by nearby targets, it
DC 14 INT (Nature) + CHA Mod distracts them from their tactics and attacks. Cast Bane on up to 3
(1d4 Hours) creatures for 1 minute.
Beguiling Concoction An alchemical oil is sprayed upon the skin and creates a powerful
Uncommon pheromone. Those who are exposed to the pheromone become
DC 14 INT (Nature) + CHA Mod enamored with the consumer. Cast Charm Person on one
(1d4 Hours) humanoid target for 1 hour.
Hypnotism Concoction A capsule that can be thrown at a target which produces a vapor
Uncommon upon impact. If the vapor is inhaled, making the target becomes
DC 14 INT (Nature) + CHA Mod susceptible to the alchemist’s commands. Cast Command on 1
(1d4 Hours) creature.
Project Identity Concoction An alchemical oil is sprayed upon the skin and creates a shifting
Uncommon mist that hovers around just above the surface of skin and
DC 14 INT (Nature) + CHA Mod clothing, allowing the consumer to manipulate how others
(1d4 Hours) perceive them. Cast Disguise Self for 1 hour.
Instill Bravery Concoction An alchemical oil is placed within a device which produces a gas
Uncommon that can be inhaled by the consumer. Once inhaled the consumer
DC 14 INT (Nature) + CHA Mod is instilled with a sense of purpose and bravery. Cast Heroism on a
(1d4 Hours) willing creature for 1 minute.
Eagle’s Splendor Concoction An alchemical oil is sprayed upon the skin and creates a powerful
Rare pheromone that can be produced at will, allowing the consumer’s
DC 16 INT (Nature) + CHA Mod natural charm to become enhanced. Gain the (Eagle’s Splendor)
(8 Hours) benefits of Enhance Ability for 1 hour.
ALCHEMY 51
Suppress Impulse Concoction A capsule that can be thrown at a target which produces a vapor
Rare upon impact. The vapor is either inhaled or absorbed by the
DC 16 INT (Nature) + CHA Mod target’s pores, calming them down and making them more docile.
(8 Hours) Cast Calm Emotions on creature for 1 minute.
Love Potion Concoction An alchemical oil is sprayed into the mouth of the user. When the
Rare consumer of the potion speaks, the dulcet tones of his or her voice
DC 16 INT (Nature) + CHA Mod become irresistible to a single creature of the user’s choice, and
(8 Hours) that target becomes enthralled with the consumer. Cast Enthrall
on a single target for 1 minute.
Fade Away Concoction An alchemical oil that can be sprayed on skin and items being
Rare worn by a creature. While the oil is active, it reflects light in such
DC 16 INT (Nature) + CHA Mod a way that the user cannot be seen through standard visual
(8 Hours) perception. Cast Invisibility on self for 1 hour.
Duplicitous Self Concoction An alchemical oil is placed within a device which produces a gas
Rare to be inhaled by the consumer. Once inhaled, the consumer can
DC 16 INT (Nature) + CHA Mod project additional replicants that can be seen by those around him
(8 Hours) or her. Cast Mirror Image on self for 1 minute.
Veracity Concoction A capsule that can be thrown at a location which produces a
Rare vapor upon impact. Those exposed are inclined to be honest for a
DC 16 INT (Nature) + CHA Mod limited time. Cast Zone of Truth for 10 minutes.
(8 Hours)
Alchemical Curse Concoction An alchemical oil is sprayed directly in the face of a creature.
Very Rare Those exposed experience notable disadvantages in combat and
DC 18 INT (Nature) + CHA Mod other scenarios that require significant skill. Cast Bestow Curse on
(2d4 + 6 Hours) character for 1 minute.
Ghostly Friends Concoction An alchemical oil is sprayed upon the skin and creates a powerful
Very Rare pheromone that can be produced at will. The pheromone attracts
DC 18 INT (Nature) + CHA Mod spirits within the vicinity who regard the consumer as a friend and
(2d4 + 6 Hours) ally. Cast Spirit Guardians on self for 10 minutes.
Charisma Mutagen Concoction An alchemical mixture is produced and burned within a small hut
Legendary or enclosed space. The consumer spends a considerable amount
DC 20 INT (Nature) + CHA Mod of time inhaling the concoction, allowing them to permanently
(1d4-1 Days) enhance their natural charisma. Permanently increase Charisma
Ability Score to 20.
Fortune’s Favor Concoction An alchemical oil is produced and mixed with water. The consumer
Legendary spends a period of time bathing in the concoction which
DC 20 INT (Nature) + CHA Mod permanently changes the pheromones they produce. Once the
(1d4-1 Days) change takes hold, things just seem to work in the user’s favor.
Gain the Lucky Feat and expertise in either the CHA (Persuasion)
or the CHA (Performance) skill.
Alchemical Breath Concoction Sip hon Vitality Concoction
Wings Mutagen Concoction
52 ALCHEMY
Soul Focus - Wisdom Effects
Effect Description
SCoouml mEloixnir A small draught that works to end the effects of a Soul
DC 12 INT (Nature) + WIS Mod concoction prior to its intended duration.
(Any Short Rest)
Enhance Wisdom Concoction A small, dissolvable film is placed upon the tongue and allows the
Common consumer to temporarily enhance Wisdom. +2 to Wisdom Saving
DC 12 INT (Nature) + WIS Mod Throws and Ability Checks for 1 hour.
(Any Short Rest)
Firefly Concoction An alchemical mixture is placed within a vial and a dissolvable
Common bead is added to the mixture. When the concoction is consumed,
DC 12 INT (Nature) + WIS Mod the user is able to produce tiny orbs of light that are an extension
(Any Short Rest) of the mind. Gain the ability to cast the Dancing Lights cantrip
for 1 hour.
One with Nature Concoction A small, dissolvable film is placed upon the tongue and allows the
Common consumer to temporarily attune with surrounding elements of
DC 12 INT (Nature) + WIS Mod nature. Gain the ability to cast the Druidcraft cantrip for 1 hour.
(Any Short Rest)
PCroomfomuonnd Intuition Concoction An alchemical mixture is injected directly into the bloodstream
DC 12 INT (Nature) + WIS Mod of the user, providing them with unique insight on matters great
(Any Short Rest) and small. Gain the ability to cast the Guidance cantrip for 1 hour.
AUnrccaonmemSoignht Concoction The consumer drops an alchemical mixture directly into their
DC 14 INT (Nature) + WIS Mod eyes, allowing them to perceive magical auras for a limited time.
(1d4 Hours) Cast Detect Magic on self for 10 minutes.
One With Animals Concoction The consumer injects the alchemical mixture directly into their
Uncommon bloodstream, increasing the natural empathy experienced with
DC 14 INT (Nature) + WIS Mod common beasts. Cast Animal Friendship on self for 24 hours.
(1d4 Hours)
Spirit Animal Concoction Two alchemical patches placed on either arm and activated
Uncommon in unison inject the alchemical mixture into the bloodstream,
DC 14 INT (Nature) + WIS Mod allowing the user to call forth a helpful spirit from the feywild.
(1d4 Hours) Cast Find Familiar.
HUnucnotemr’ms oSnense Concoction An alchemical mixture dropped directly into the eyes allows the
DC 14 INT (Nature) + WIS Mod consumer to hone in on prey. Cast Hunter’s Mark on creatures for
(1d4 Hours) 1 hour.
ROawrel’s Wisdom Concoction A small, dissolvable film placed upon the tongue allows the
DC 16 INT (Nature) + WIS Mod consumer an enhanced perception of the spiritual world. Gain the
(8 Hours) (Owl’s Wisdom) benefits of Enhance Ability for 1 hour.
A Light In The Darkness An alchemical mixture dropped directly into the eyes allows the
Concoction consumer limited sight in complete darkness. Cast Darkvision on
Rare self for 8 hours.
DC 16 INT (Nature) + WIS Mod
(8 Hours)
Minor Remedy Concoction An alchemical mixture is injected directly into the bloodstream of
Rare the consumer, curing minor ailments. Cast Lesser Restoration on
DC 16 INT (Nature) + WIS Mod creature.
(8 Hours)
Extrasensory Detection Two alchemical patches placed on both temples create an
RCaornecoction extrasensory perception that allows the user to locate familiar
DC 16 INT (Nature) + WIS Mod objects. Cast Locate Object on self for 10 minutes.
(8 Hours)
Perceive Invisibility Concoction An alchemical mixture dropped directly into the eyes allows the
Rare user to see invisible creatures in the vicinity. Cast See Invisibility
DC 16 INT (Nature) + WIS Mod on self for 1 hour.
(8 Hours)
Major Remedy Concoction An alchemical mixture is injected directly into the bloodstream
Very Rare of the consumer, curing more serious conditions. Cast Greater
DC 18 INT (Nature) + WIS Mod(2d4 Restoration on creature.
+ 6 Hours)
ALCHEMY 53
Soul Focus - Wisdom Effects
Effect Description
EVmeriyt RFearaer Concoction A small, dissolvable film is placed upon the tongue and allows
DC 18 INT (Nature) + WIS Mod the consumer to instill fear and panic in others. Cast Fear for 1
(2d4 + 6 Hours) minute.
Touch Of The Ethereal Concoction An alchemical mixture injected directly into the bloodstream of
Very Rare the consumer allows temporary travel through the Ethereal Plane.
DC 18 INT (Nature) + WIS Mod Cast Blink on self for 1 minute.
(2d4 + 6 Hours)
Weave Breaker Concoction A small, dissolvable film is placed upon the tongue which allows
Very Rare the consumer to render a single magical effect inert. Cast Dispel
DC 18 INT (Nature) + WIS Mod Magic at 3rd level.
(2d4 + 6 Hours)
Spiritual Alignment Concoction A small, dissolvable film is placed upon the tongue and allows the
Very Rare consumer to tap into the spirit and vitality of those around them.
DC 18 INT (Nature) + WIS Mod Cast Beacon of Hope on self for 1 minute.
(2d4 + 6 Hours)
LWeigsednodmarMyutagen Concoction An alchemical mixture is transfused directly into the bloodstream
DC 20 INT (Nature) + WIS Mod of the consumer over the course of a day and permanently
(1d4-1 Days) enhances wisdom. Permanently increase Wisdom Ability Score
to 20.
LLeimgeitnledsasryExperience Concoction A powerful alchemical substance is injected directly into the
DC 20 INT (Nature) + WIS Mod user’s spinal cord, granting skills and expertise beyond previous
(1d4-1 Days) understanding. Gain the Skilled Feat and expertise in either the
WIS (Insight) or the WIS (Perception) skill.
Soul Focus - Constitution Effects
Effect Description
Enhance Constitution Concoction An alchemical mixture is injected directly into the bloodstream
Common of the consumer, temporarily increasing Constitution. +2 to
DC 12 INT (Nature) + CON Mod Constitution Saving Throws and +5 max hit point increase for
(Any Short Rest) 1 hour.
Resistance Concoction A patch placed upon the back of the neck that creates a stable
Common but elevated level of adrenaline in the user. Gain the ability to
DC 12 INT (Nature) + CON Mod cast the Resistance cantrip for 1 hour.
(Any Short Rest)
Vitality Tap Concoction A small, dissolvable film is placed upon the tongue and allows
Common the consumer to temporarily steal vital essence from others.
DC 12 INT (Nature) + CON Mod Gain the ability to cast the Chill Touch cantrip for 1 hour.
(Any Short Rest)
Stability Of Spirit Concoction An alchemical mixture is injected directly into the bloodstream
Common of a dying creature, creating a surge of adrenaline that is
DC 12 INT (Nature) + CON Mod capable of bringing the creature back from the brink of death.
(Any Short Rest) Gain the ability to cast the Spare the Dying cantrip for 1 hour.
Restore Vitality Concoction An alchemical mixture is injected directly into the bloodstream
Uncommon of an injured creature, healing minor wounds and injuries. Cast
DC 14 INT (Nature) + CON Mod Cure Wounds.
(1d4 Hours)
Vitality Renewal Concoction A small needle jabbed into the user’s muscle tissue stimulates
Uncommon a small and sustainable increase in adrenaline. Cast False Life
DC 14 INT (Nature) + CON Mod on self for 1 hour.
(1d4 Hours)
Zap Vitality Concoction A small patch is placed on a creature’s exposed skin which
Uncommon releases an alchemical mixture directly into their bloodstream,
DC 14 INT (Nature) + CON Mod draining vitality. Cast Inflict Wounds on a creature.
(1d4 Hours)
Bear’s Endurance Concoction A small, dissolvable film is placed upon the tongue and allows
Rare the consumer to temporarily enhance Constitution. Gain the
DC 16 INT (Nature) + CON Mod (Bear’s Endurance) benefits of Enhance Ability for 1 hour.
(8 Hours)
54 ALCHEMY
Soul Focus - Constitution Effects
Effect Description
Enhanced Resolve Concoction A single-dose patch which releases an alchemical mixture
Rare directly into a recipient’s bloodstream, resulting in increased
DC 16 INT (Nature) + CON Mod toughness and endurance for a period of 8 hours. Cast Aid on
(8 Hours) one creature.
Anti-Decay Concoction An alchemical preservative is injected into the muscle tissues
Rare of a recently deceased corpse, preserving the body for a
DC 16 INT (Nature) + CON Mod limited time. Cast Gentle Repose.
(8 Hours)
Neutralize Poison Concoction An alchemical mixture is injected directly into the bloodstream
Rare of the consumer, allowing neutralizing poisons in the body.
DC 16 INT (Nature) + CON Mod Cast Protection From Poison for 1 hour.
(8 Hours)
Bound By Blood Concoction Identical patches are placed on two individuals. When
Rare activated they release an alchemical mixture directly into both
DC 16 INT (Nature) + CON Mod bloodstreams simultaneously, connecting the vitality of one to
(8 Hours) another. Cast Warding Bond on self for 1 hour.
Counter Energy Concoction An alchemical mixture is injected directly into the bloodstream
Very Rare of the consumer and serves to counter a specific type of
DC 18 INT (Nature) + CON Mod damaging energy. Cast Protection From Energy on a creature
(2d4 + 6 Hours) for 1 hour.
Siphon Vitality Concoction Metallic fingernails infused with mithral and mercury are
Very Rare affixed to the users hands. When the blood of another creature
DC 18 INT (Nature) + CON Mod is drawn with these nails, vital essence is transferred from the
(2d4 + 6 Hours) wounded creature to the user. Cast Vampiric Touch on self for
1 minute.
Gill Growth Concoction An injection of a transformative mixture into the user’s neck
Very Rare causes an eruption of gill-like tissue that allows for underwater
DC 18 INT (Nature) + CON Mod breathing. Cast Water Breathing on one creature for 24 hours.
(2d4 + 6 Hours)
Constitution Mutagen Concoction An alchemical mixture is transfused directly into the
Legendary bloodstream of the consumer over the course of a day and
DC 20 INT (Nature) + CON Mod permanently enhances Constitution. Permanently increase
(1d4-1 Days) Constitution Ability Score to 20.
Tough As Nails Concoction A powerful alchemical substance is injected directly into the
Legendary user’s spinal cord, granting an incredible sense of vigor and
DC 20 INT (Nature) + CON Mod vitality. Gain the Tough Feat permanently.
(1d4-1 Days)
CEInontnehcalolncictgeieonnc e
One With Animals Concoction 55
ALCHEMY
56 DESERT WASTELANDS
CHAPTER FOUR
DESERT WASTELANDS
ADVENTURE ENVIRONMENT DESERT WATER REQUIREMENTS
Most deserts are composed of compacted A character needs two gallons of water per
rocky soil, and very few actually resemble the day because of the Extreme Temperatures
infamous sand dunes of the Sahara. These of the desert environment. A character
desert wastelands are as inhospitable an who drinks only half that much water must
environment as an adventurer could imagine, succeed on a DC 15 Constitution saving
and a journey into one, or across it for that throw or suffer one level of Exhaustion at
matter, is not to be taken lightly. Some of the the end of the day. A character with access
many natural hazards that adventurers could to even less water automatically suffers one
potentially encounter here are listed below: level of Exhaustion at the end of the day.
• Sudden dust storms EXTREME TEMPERATURE & OTHER
• Unexpected lightning discharges WEATHER CONDITIONS
• Mirages
• Deep canyons and fissures Average daytime temperatures in most
• Unstable salt flats deserts reach 105 °F/ 41°C. Humidity is
• Sinkholes incredibly low, and the best clothing for this
environment includes robes, tunics, and other
In addition, groups who dare to travel in this garments that completely cover a character’s
environment mustdealwith theconstant threat skin, thereby locking in as much moisture as
of sunburn, dehydration, and heat exhaustion. possible. These Desert Garments also help to
This is a harsh and unforgiving landscape that prevent sunburn, which is a very real concern
kills without mercy. The Game Master who for travelers.
chooses to run an adventure in this biome
must be equally as unmerciful. We advise While traversing the desert, characters must
GMs and players who are not interested in make a DC 12 CON Save against Extreme
a highly challenging environment to avoid Temperature for every half-day (4 hours)
the Desert Wastelands biome altogether. of daytime travel. Wearing the appropriate
desert garments gives a character Advantage
LANDSCAPE & LACK OF MOISTURE on these saves and prevents Sunburn.
Conversely, a character who is not wearing
Sandy deserts and arid badlands receive only the appropriate desert garments may not roll
a few inches of precipitation per year. As a at Advantage on these CON Saves and also
result, the plant and animal life found here has has a 100% probability of suffering Sunburn
adapted to survive in the very dry climate. The if exposed to the sun for as little as one hour.
only significant sources of accumulated water
exist far below ground or in the few oasis Sunburn
locations where water is captured near the When affected by Sunburn, the character
surface, although an experienced survivalist takes cumulative (2d6) Radiant damage, and
may be able to locate smaller supplemental the DC of the CON Saving Throw for the next
sources (See Water Requirements in the half-day of travel rises by 2. The character’s
Desert). Max HP is reduced by the damage taken.
On subsequent days of travel while exposed
MECHANICAL DIFFICULTIES to the sun, the CON Saves must be rolled at
the higher DC for characters who are already
The dry sand and dirt that is continually sunburned. This damage and HP reduction
stirred up in desert environments is especially cannot be healed with a Short rest or a Long
harmful to mechanical devices with moving rest.
parts, included but not limited to vehicles,
constructs, and manufactured humanoids To heal a sunburn and reset the DC of CON
with moving joints. For each day traveled in a Saves to 12, a character must spend at least
desert environment, a piece of medium-sized a Short Rest without direct exposure to
or larger mechanical equipment with moving sunlight and receive magical healing from
parts has a 30% chance of malfunctioning spells or a Potion of Healing. Alternatively,
from the accumulation of grit in its inner a balm created from the aloe plant can
workings. If such a malfunction occurs, the provide the same level of healing as the
equipment ceases to function and loses all Lesser Restoration spell. A character who
Movement Speed. Such malfunctions can be is proficient in either the Survival skill or
resolved during a Long Rest with a successful the Nature Skill, or who is proficient with an
DC 15 INT (Investigation) check. Characters Herbalism Kit, may locate an aloe plant with a
who are Proficient with Carpenter’s Tools, successful DC 15 check using either skill. This
Smith’s Tools, or Tinker’s Tools may roll with check may only be made once per travel day.
Advantage on this check to repair equipment.
DESERT WASTELANDS
57
WEARING ARMOR
Wearing Medium or Heavy Armor in the extreme heat of the desert environment can raise an
individual’s body temperature by as much as 20 °F/ 11°C, and puts a character at Disadvantage
on CON Saves that are related to Extreme Temperatures.
TRAVEL AT NIGHT
Travel during the dark hours of the night may help the characters to avoid all of the risks
mentioned above. Nighttime temperatures average around 25 °F/ -4°C, so CON Saving Throws
against Extreme Cold Temperatures actually become necessary. For every 4 hours of travel in
the Desert at night, a creature must succeed on a DC 12 Constitution Saving Throw to avoid
taking a Level of Exhaustion due to the sub-freezing temperatures.
TRAVEL PACE IN THE DESERT
The exertion of travel can also increase the risk of Exhaustion from heat and dehydration. The
following adjustments to the Travel Pace Table in 5th Edition manuals should be taken into
account.
• A party moving at a Fast Travel Pace covers more distance per day and suffers a -5 penalty to
Passive WIS (Perception) scores and all WIS (Perception) skill rolls. Furthermore, creatures
make all CON Saving Throws for the purposes of avoiding Exhaustion at Disadvantage
because of elevated body temperature and additional loss of hydration from the increased
exertion.
• This Disadvantage on CON Saves also applies to any rolls required due to a Forced March
beyond 8 hours of travel in a day.
FINDING WATER IN THE DESERT
Small quantities of water can be located in certain desert plants with a DC 20 WIS (Survival)
roll. If successful, the character locates cacti or other hearty plants that hold 1 gallon of water.
This type of roll can only be made once per day.
58 DESERT WASTELANDS
EXHAUSTION TABLE
The potential sources of Exhaustion listed above can be challenging for a DM to track. For this
reason, we have included the table below to help you assess Exhaustion penalties at the end of
each travel day.
EXHAUSTION SOURCE DESCRIPTION ADDITIONAL LEVEL OF
Food Intake EXHAUSTION?
Food Intake Full Meal/Ration Within 3
Water Intake Days (10 pounds of feed for No
Water Intake pack animals)
Water Intake 3 + CON Modifier Days w/o Yes
Already Dehydrated Food
Extreme Temperature Less than one gallon
consumed for the day (x 5 for Yes
Other pack animals)
One gallon consumed for the Yes, on failed DC 15 CON
day (x 5 for pack animals) Save
Two gallons consumed for No
the day (x 5 for pack animals)
Already suffering Exhaustion 2 Levels of Exhaustion for
from lack of water intake < 1 gallon or Failed DC 15
For every 4 hours of daytime CON Save
travel Yes, on failed DC 12 CON
Encounter results may Save (at Advantage with
cause additional levels of proper desert garments,
Exhaustion and at Disadvantage with
Medium or Heavy Armor)
See Encounter Description
DESERT WASTELANDS 59
60 DESERT WASTELANDS
ANIMAL TRAILS
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“WHICH WAY DID THEY GO?” “ARE WE THERE YET?”
The animals that live in the barren wasteland Allow the characters to choose a course
of the desert understand the importance of of action based on the level of knowledge
hydration. They know where they can find acquired from the previous checks. If they
water on a regular basis, so game trails are move toward water, there is a very high
of incredible significance for adventurers who chance that they will encounter desert beasts,
understand that they might lead to an oasis and possibly even people, who have done the
or another source of moisture. However, a same. Characters with a high level of success
traveling party may encounter these game on the checks above should be able to reach
trails at any time, and they may lead in an oasis within an hour of travel in the proper
directions other than the group’s intended direction.
direction of travel. If the characters misread the signs and
move in the opposite direction (toward the
This encounter puts player characters to an animal bedding areas), they may also face
important choice, and it can be fairly dramatic if lack an encounter with beasts. However, they will
of water is already a concern after several days in have journeyed at least 1 hour off course, and
the desert. Use animal trails that run perpendicular they will not reap the benefits of the oasis
to the direction that the party wishes to go. Make unless they retrace their steps.
them choose between maintaining their course and
searching for water. This is also an encounter that MECHANICAL RESOLUTION
may lead to combat that might otherwise be avoided. “WAS FOLLOWING THESE
Who knows what beasts or bandits may lay in wait to TRAILS REALLY WORTH IT?”
ambush travelers on their way to an oasis? Characters who choose to move in the
correct direction locate a shady oasis in
NEXT-LEVEL DESCRIPTION (3d20) minutes and may replenish all of their
“YOU KNOW, I’M STARTING water supplies. The GM may determine what
TO FEEL A BIT PARCHED.” other creatures they encounter along the way,
DC 10 WIS (Perception) or Higher: As you and the oasis may also attract many desert
gain some elevation by scrambling to the crest of a animals who come to drink on a daily basis.
nearby rock (or dune, if in a sandy desert), you are Characters who travel toward the animal
easily able to recognize multiple animal trails that bedding areas instead realize their mistake
cross your path from left to right. after (3d20) minutes and must make
an additional DC 12 CON Save against
DC 12 INT (Investigation) or Higher: The tracks Exhaustion because of the unnecessary
left by these animals indicate repetitive use. You see travel. They may choose to commit time and
the telltale signs of small rodents, herd animals, and energy toward backtracking, and they still
predators moving back and forth along this desert have the opportunity to locate the oasis with
highway, and it seems that it leads to an important the additional time and effort.
resource that is well known by the animals of this
region.
DC 15 WIS (Survival) or DC 15 INT (Nature)
or Higher: You are aware that game trails like
these often lead from bedding areas to water. If you
follow the tracks far enough, you are almost certain
to find the areas where the animals are sleeping or
drinking. The question is, “Which way to the water?”
DC 20 WIS (Survival) or Higher: You take
the time to move up and down the trail a few
hundred feet in each direction. Not only do you see
indications of daily use, but you can also tell that the
impressions left by the herd animals on their return
journey from water are ever so slightly deeper as
they return in a water-logged state, urinating more
frequently and leaving deeper marks in the muddy
earth as a result. You know with certainty which
direction leads to water.
DESERT WASTELANDS 61
MIRAGE
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD horizon in addition to what looks like water. If
“SOUL-CRUSHING DISAPPOINTMENT” there is just desert as far as they can see that
Mirages happen when the ground is very hot direction, the only reflection that they see is
and the air is cool. The hot ground warms a the blue sky, which gives the appearance of
layer of air just above the ground. When the water.]
light moves through the colder air and into
the layer of warmer air it is refracted (bent). A PLAYER ACTION OPPORTUNITY
layer of very warm air near the ground refracts “WE’VE BEEN BAMBOOZLED!”
the light from the sky nearly into a U-shaped Characters who are aware of the mirage will
bend. Our brain thinks the light has traveled likely choose to press on in their original
in a straight line. Our brain doesn’t see the direction of travel. Characters who did not
image as bent light. meet or exceed the minimum DC 15 INT Save
believe they are headed towards an oasis with
Mirages can cause a person to become even more nice cool refreshing water and the potential
disoriented in an already relentless and difficult- shade of some trees. A little green slice of
to-navigate environment. Mirages can be used to paradise, thick with vegetation and a pristine
complicate the characters’ search for water in the pool of water shimmering in the distance is
desert, leading them astray and costing valuable calling to them. The characters are compelled
time in the harsh desert climate. This encounter will to continue travelling in the direction of the
cause the players to make a high-stakes decision, mirage, unaware they have been tricked by the
and it should be used when the need for water is heat and the light. They roll with Disadvantage
most apparent. It can serve as a narrative precursor on any additional saving throws they make to
to the discovery of an actual oasis, it could lead understand the true nature of the mirage.
the group toward an additional encounter with a
desert monster, or it could serve as a frustrating and MECHANICAL RESOLUTION
confusing element that causes them to believe that “WAS FOLLOWING THESE
foul magic is afoot. TRAILS REALLY WORTH IT?”
• The mirage is visible for (1d4 + 2) hours as
NEXT-LEVEL DESCRIPTION
“YOU KNOW, I’M STARTING the sun is hanging high above the desert.
TO FEEL A BIT PARCHED.” • At the end of each hour spent travelling
Passive Perception: As you fight the glare of the
relentless sun, you see the shimmering reflection of toward a mirage in the desert, ONLY
water on the horizon. It seems to be only a mile or characters who are proficient in either
two away. the Survival skill or the Nature skill may
repeat the Intelligence Saving Throw to
DC 15 Intelligence Saving Throw or Higher: realize that they have been led astray
Though it does seem strange and out of place, by the mirage. If any of these characters
you’ve heard rumors of oases like this in the desert, previously rolled below the minimum
and it could be just the life-saving source of water acceptable DC of 15 when the mirage was
that you’ve been looking for. introduced, they must roll this additional
saving throw at Disadvantage.
DC 17 Intelligence Saving Throw or Higher: • If any of the subsequent Intelligence
You notice that waves of heat are coming off the Saving Throws meet or exceed the DC
sand around you, and that the sun is its peak. You’ve of 17, a character recognizes the mirage
heard that effects like this can play tricks on the mind. for what it is and can choose to change
It’s hard to trust what you see off in the distance. It their direction of travel accordingly. If
could be water, or your eyes might be deceiving you. everyone in the group fails, or if no one
in the group is proficient in Survival or
DC 20 Intelligence Saving Throw or Higher: Nature, they travel for another hour in the
You know for a fact that the heat and light is playing wrong direction, wasting valuable time
a trick on you, and you understand exactly how the and prolonging their stay in the desert.
phenomenon occurs. This mirage makes it appear • A group without the necessary proficiencies
that water is just a few miles away when it is not. in Survival or Nature will travel toward the
Mirages are also notorious for making far away mirage until dusk. They will not locate
structures appear much closer than they actually an oasis, and they will have travelled
are. [If there are in fact trees, mountains, significantly off course.
or man-made structures within 20 miles of
the characters’ position, describe how the
characters understand that they are seeing
reflections of these other structures on the
62 DESERT WASTELANDS
DESERT CANYON
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD approach. That being said, special combat
“THAT’S GOING TO TAKE encounters that fit within the nature of the
QUITE A WHILE TO CROSS.” campaign world may be added at the end of
Canyons are generally created over long ages the challenge (whether the group succeeds
of time by flowing water, and as such may or fails) at the discretion of the GM.
still offer access to flowing streams or even Allow players to vocalize their preparations
rivers. Canyons are much wider than fissure and strategic decisions as they begin
fields and take longer to travel across. It is the journey into the canyon. Take those
highly likely that an adventuring party will preparations into account as you adjudicate
take more than one day to travel through a the Group Skill Challenge.
sizable canyon.
The challenging terrain of a deep canyon can serve MECHANICAL RESOLUTION
your narrative in many different ways. Canyons “WHAT COULD GO WRONG?
are notorious for serving as hideouts for bandits IT’S NOTHING MORE THAN A
and other nefarious individuals. Every night spent LENGTHY STROLL.”
camping out in a canyon, the party could potentially If the players decide to navigate around the
attract the attention of opportunistic predators canyon, it stretches on for (2d100) miles in
or strange monsters. It’s also quite easy to lose whichever direction they choose. Calculate
one’s bearings among the twists and turns of the the necessary travel time and choose any
canyon walls. Dead-ends, switchbacks, and other additional encounters that they might face
disorienting terrain features can work against the along the way. You will not need the mechanics
party while working to the advantage of enemies below.
who are familiar with the canyon’s geography.
If the players elect to descend into the canyon
NEXT-LEVEL DESCRIPTION and to cross to the opposite rim, it is (3d10)
miles across, and the canyon floor is 1 mile
“IT’S SO HOT OUT HERE, BUT below the rim. The GM may run the canyon
JUST LOOK AT THAT VIEW!” crossing as a Group Skill Challenge with the
Passive Perception: You stand on the rim of following parameters:
an expansive canyon. This deep scar in the
terrain stretches beyond your visual range, • The group must accumulate 12 successes
both to your right and your left. However, before accumulating 5 failures as they use
you can just make out what appears to be the skill checks to navigate the challenging
opposite rim directly ahead, many miles from terrain of the canyon. A character may
where you are currently standing. It looks as only use skills in which he or she is
if the canyon floor could be as much as a mile Proficient. Grant Advantage on any skill
below you, and you must make the choice check for which the character is using
either to descend into the canyon or to travel equipment or special techniques that
around it. could be considered particularly helpful.
DC 13 (WIS) Survival or DC 13 (INT) Nature • Roll for Initiative! Alternatively the GM
or Higher: The trek across this canyon will be may have all players declare the checks
slow-going. It might take days, but there’s that they are making and to have them
no doubt that the journey around it would roll simultaneously. This allows the GM
take longer. There’s also a possibility that a to adjudicate the combined successes
river or a stream still cuts through the heart or failures of the group and to adjust
of this expansive gash in the otherwise arid consequences accordingly.
landscape.
• The following skill checks are possible
PLAYER ACTION OPPORTUNITY solutions that characters may consider,
“I THINK I ACTUALLY SEE A however, the GM may choose to allow
SHADY SPOT DOWN THERE.” other creative solutions at his or her
Encountering a canyon represents an discretion:
extended challenge for the characters within
the narrative timeframe of the campaign. They • DC 12 STR (Athletics) or DC 12 DEX
are committing to days of exertion when they (Acrobatics) to aid the group with descent
choose to timeframe of the campaign. They and ascent of canyon walls. On a failure, a
are committing to days of exertion when they character sustains a minor injury that slows
choose to descend into the canyon. However, the progress of the party.
the Group Skill Challenge that follows will
present their challenges in more of a montage • DC 12 WIS (Animal Handling) to
encourage mounts and pack animals to
keep calm on the narrow pathways of the
DESERT WASTELANDS 63
canyon walls and amidst the shadows of
the canyon floor. On a failure, a mount or a
beast of burden sustains a minor injury that
slows the progress of the party.
• DC 12 WIS (Survival) to locate the
safest possible pathways through this
challenging terrain. On a failure, the party
becomes lost for a significant period of time.
*Special Feature: Have all members
of the party make an additional DC
12 Constitution Saving Throw against
the Extreme Temperatures of the
Desert, taking a level of Exhaustion
on a failure.
• DC 12 INT (Nature) to recall lore about
this terrain and the plants and animals
that may be helpful or harmful to the party.
*Special Feature: A success on this
check results in a day’s worth of food
and water for each player character
(not mounts or pack animals). On a
failure, no helpful resources are found.
• DC 12 INT (Investigation) to spend
the required amount of time to locate a
water source within the canyon *Special
Feature: A success on this check
results in a hydration opportunity and
a full replenishment of the party’s
portable water supply. On a failure, the
river bed is located, but it appears to have
dried up ages ago.
• DC 12 WIS (Perception) to notice a
potential mistake by another party member
before it is made *Special Feature: On
a success, this eliminates one failure
previously accumulated by the group.
On a failure, the stated consequences of
the other check occur anyway.
• DC 12 WIS (Medicine) to prevent and/
or treat injuries, dehydration, exhaustion,
and other potential health risks *Special
Feature: On a success, this eliminates
one failure previously accumulated
by the group. On a failure, the stated
consequences of the other check occur
anyway.
• DC 12 INT (Religion) to invoke the
assistance of a patron deity who can ease
the passage of the group. On a failure,
the deity chooses not to intervene for the
remainder of the challenge, and this check
cannot be repeated.
• Spell casters may choose to use spells to
help them navigate this hazard. The spell
does not count as a success or a failure
with regard to the group challenge, but
it may potentially aid the skill checks of
other characters at the GM’s discretion.
64 DESERT WASTELANDS
GHOST TOWN
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“WHAT’S THAT ON “IT’S NOT SO FAR AWAY.”
THE HORIZON?” Allow the characters to choose a course
The desert is a harsh and unforgiving region of action based on the level of knowledge
in which to live, but towns and villages do acquired from the previous checks. If
sometimes spring up in the depths of the they move toward the ghost town, they
barren expanse. Sometimes they exist to are prolonging their time in the desert by
extract valuable resources from beneath the detouring (3d6) miles off of their intended
earth’s surface. Sometimes they serve as course. There is no way for the characters
waypoints for journeys across the wastes. And to determine whether the town still holds
at other times, their purpose is misguided and anything of value until they investigate
unadvisable. Whatever the original reason thoroughly, but they will be able to confirm
for these towns’ existence, they sometimes that it has been abandoned by its original
fail to survive. The decrepit husks of long inhabitants while still at a significant distance.
abandoned buildings stand as a reminder of
how difficult life in the desert can be. These
ghost towns may offer shelter. They may offer
supply. Or they may offer nothing but danger.
A ghost town in the desert wastes can be used as
an enticing lure for your players. When adventurers
have been journeying across the wildlands for
several days, any sign of civilization can be tempting.
Often these deserted settlements can be seen from
miles and miles away, but a party will never know
exactly what they hold until they’ve completed
a closer investigation. The ghost town can be
a source of conflict for player characters in your
story. Does it hold valuable treasures? Have new
occupants (monstrous or otherwise) already claimed
it as their own? Is it simply a place to find shelter
from the brutal heat? Whatever pros and cons may
exist, a ghost town is a nearly undeniable temptation
for wanderers in the desert.
NEXT-LEVEL DESCRIPTION
“PEOPLE LIVE OUT HERE?”
The sun has climbed to its zenith in the
cloudless sky, and the barren wastes stretch
on before you for miles and miles. As you
shield your eyes from the glare, you see the
telltale rectangular shapes of buildings on the
horizon.
DC 13 INT (History) or Higher: As you think
back on stories that you’ve heard about the
wilds, you do recall tales of a town in these
parts. But the desert lights sometimes
play tricks on the eyes as well. Is it really a
settlement, and is it truly as close as it seems?
DC 15 INT (History) or Higher: This is not
a mirage. The buildings are definitely real,
but you also remember that the town was
abandoned long ago. However, it is possible
that valuable supplies may remain within the
dead shells of those once treasured homes
and shops. It might be worth going out of
your way to investigate further.
DESERT WASTELANDS 65
MECHANICAL RESOLUTION
“I SUPPOSE WE SHOULD
TAKE A LOOK.”
Characters who choose to approach the town may discover valuable supplies, but they may
also be walking into an ambush. Assuming that the characters perform a thorough investigation
of the town, they find TWO of the following. Roll twice on the table below (ignoring repeat
results) to determine what awaits them in the ghost town’s remains:
ROLL 1d12 FINDINGS WITHIN THE BUILDINGS OF THE GHOST TOWN
A young blue dragon named Aktox has claimed an old barn as its first lair. It
1 guards 140 pp, 265 gp, 840 sp, 15 gemstones worth 100 gp each, an Amulet of
Health, and a Figurine of Wondrous Power (Bronze Griffon)
All valuables seem to have been removed from the town when it was
abandoned, but there is a stone well at the center of town that leads
2 to an underground aquifer 100 feet below the surface. The water is
plentiful, fresh, and clean.
3 The party finds 3 flasks of oil and a lantern in an abandoned outbuilding.
The party finds an old map case that holds a detailed map of the region. As
4 long as they possess this map, the members of the party cannot get lost for
the next 24 hours.
5 The party finds a small chest that contains three Potions of Healing.
6 8 Dust Mephits rise up from the empty streets and attack as soon as the party
enters the town. The remainder of the town holds nothing of value.
The party locates an intact and operational Spyglass beneath a pile of rubble
7 in a ramshackle general store. Other supplies in the store have been looted or
destroyed long ago.
8 The party locates a 50-foot length of Hempen Rope and a Grappling Hook.
A gang of 6 human Bandits have tied their 6 riding horses to a post outside
of an old mercantile while they ransack it in search of valuables. As the party
9 arrives, the bandits have just located a Potion of Flying, but they are unaware
of its properties.
10 The party locates 2 Shovels, a Hammer, and 10 Iron Spikes in a rotting crate
behind one of the buildings of the town.
11 A Giant Poisonous Snake has made its den in a rundown shed and attacks the
party on sight.
12 A small cemetery lies on the outskirts of the town. As the party approaches, 6
Skeletons erupt from the dusty earth and attack.
66 DESERT WASTELANDS
FISSURE FIELD
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“WHERE DID WE PUT THAT “I’M REALLY GETTING TIRED OF
RING OF JUMPING?” WALKING, AREN’T YOU?”
Encountering large fissures in the desert can be Going around this barrier will add (2d4 hours)
both dangerous and time-consuming. These of travel, but attempting to traverse the
natural occurrences can waylay travelers and fissures may prove highly dangerous, or even
increase exposure to the harsher elements. fatal. Getting land-based mounts, vehicles,
Navigating such terrain is not impossible, but or pack animals across these fissures may
it may result in exhaustion or serious injury if be especially difficult. Award the players for
not properly equipped. Fissures are the result creativity, but hold them accountable to the
of continual exposure to weather or naturally challenges that this terrain presents.
flowing water. In some instances they can be
the direct result of earthquakes, and they can MECHANICAL RESOLUTION
spread up to 15 feet wide and hundreds of “AT LEAST IF I FALL,
feet deep. I’LL BE IN THE SHADE!”
These barriers can be used to add depth (pun If the players decide to navigate across the
intended) to the desert environment of your fissure field, it stretches on for (6d100) feet
campaign, and they have the potential to delay, in the direction that the party wishes to travel.
injure, or exhaust player characters. Such hindrances There is a fissure approximately every 30 feet,
can cause prolonged exposure to unforgiving and these fissures are each (1d12 + 4) feet
weather conditions of the desert environment and across. There is no need to measure out exact
can become quite dangerous. Placing a fissure distances for each fissure, however, because
field in your players’ path is the perfect way to add the GM may run the crossing as a Group Skill
some drama when characters need to arrive at a Challenge with the following parameters:
destination within a given timeframe. It can also
add complexity when characters are attempting to • The group must accumulate a total of
escape a pursuer. Finally, a barrier like this might 1 success for each creature traveling
lead to a hidden treasure or the lair of some deadly with the party (including mounts and
predator. pack animals) before accumulating 3
total failures as they use skill checks to
NEXT-LEVEL DESCRIPTION navigate past the fissure field. A character
“PEOPLE LIVE OUT HERE?” may only use skills in which he or she is
Passive Perception: In this particular section Proficient. Grant Advantage on any skill
of the desert, a number of fissures have formed, check for which the character is using
significantly complicating travel in the intended equipment or special techniques that
direction. The fissure field expands as far as the eye could be considered particularly helpful
can see to your right and to your left. Your group (ladder, 10-foot pole, ropes, climber’s kit,
might have to travel for miles in either direction in etc.)
order to bypass this hazard.
• It may be beneficial to have all players
DC 15 INT (Nature) or WIS (Survival) or declare the checks that they are making
Higher: You understand that most of the fissures and to have them roll simultaneously.
that stretch out before you will likely be fairly narrow This allows the GM to adjudicate the
at the top, but the risk of injury is significant if a combined successes or failures of the
member of your party were to fall into one. Some of group and to adjust consequences
them could be up to 100 feet deep. accordingly.
DC 15 INT (Investigation) or Higher: Stepping • The following skill checks are possible
to the edge of one of the fissures, you kick a stray solutions that characters may consider,
stone and wait impatiently as it clatters down into the however, the GM may choose to allow
darkness of this massive crack in the earth. Based other creative solutions at his or her
on the timing of the fall, you judge the fissure to be discretion:
as much as 80 to 100 feet deep. It’s best to avoid
taking that tumble yourself. * DC 14 STR (Athletics) to perform a
running long jump across fissures
* DC 14 DEX (Acrobatics) to cross on
a narrow pole, plank, rope, or other
improvised bridge
* DC 14 WIS (Animal Handling) to have
a domesticated mount or pack animal
perform a running long jump
* DC 14 WIS (Survival) to locate areas to
DESERT WASTELANDS 67
descend, cross, and climb slowly and safely
* DC 14 WIS (Perception) to notice a potential mistake by another party member before
it is made * Special Feature: On a success, this eliminates one failure previously
accumulated by the group.
Spell casters may choose to use spells to help them navigate this hazard. The spell does not
count as a success or a failure with regard to the group challenge, but it may potentially aid
the skill checks of other characters at the GM’s discretion.
• Any creature who fails a check begins to tumble into a fissure and risks serious injury. The
falling creature must succeed on a DC 15 DEX Saving Throw. On a failure, the creature
plummets (10d12) feet and takes the appropriate bludgeoning damage (1d6 per 10 feet
fallen). Other injuries may be sustained based on the depth of the fall according to the Fall
Injury Table on page 7.
• Additionally, when a creature has fallen into a fissure, no other skill checks may be made
purely for the purpose of crossing the fissure field until any checks required by the GM have
been made to bring the fallen creature back to the surface. These additional “emergency”
skill checks do count toward both the success and failure totals for the group skill challenge.
If the party chooses to abandon an injured or dead creature at the bottom of a fissure (How
Rude!), they may continue making checks toward the necessary total instead of attempting
retrieval.
If the group reaches the required number of successes before reaching 3 total failures, all
characters who are not Incapacitated find themselves on the opposite side of the fissure field
and are able to continue traveling in the originally intended direction.
If the group reaches 3 total failures first, they drag themselves, beaten and bruised, back to the
side of the fissure field where they started. All characters take one level of Exhaustion and have
no choice at this point but to take the extra time to travel around the hazard.
68 DESERT WASTELANDS
DRY LIGHTNING
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD MECHANICAL RESOLUTION
“THE DESERT COULD BE QUITE “I’D BE VERY INTERESTED
LOVELY WITH JUST A BIT OF RAIN.” IN FINDING SOME SHELTER”
Dry Lightning occurs when a thunderstorm • The lightning lasts for (3d4 + 2) rounds
produces an electrical discharge, but all of • The Storm acts on Initiative Counts 20
the usual precipitation evaporates before
reaching the ground. These types of lightning and 10, unleashing a bolt of lightning near
strikes are notorious for starting wildfires in the characters on each of its turns.
arid regions. This hazard can be incredibly • On each of its turns, the Storm rolls (1d4)
dangerous for individuals who are traveling to determine if it targets a creature or the
across an elevated area with few options for ground. On a 4, it targets a creature. On a
shelter. 1-3, it targets an area of ground nearby. A
creature wearing metal armor or wielding
This is a hazard that can very easily be combined metal weapons will likely be targeted
with a combat encounter. Feel free to use an over those who are not in contact with
attack by desert creatures (especially creatures metal equipment. Taller races may also be
with resistance or immunity to Lightning damage) targeted over shorter races.
alongside the Dry Lightning phenomenon. • If a creature is to be targeted based on
the Storm’s roll above, roll (1d100) to
NEXT-LEVEL DESCRIPTION determine which creature is targeted.
“WHY IS YOUR HAIR STANDING
ON END LIKE THAT?” • On a 1-50, the Storm targets the
DC 16 WIS (Perception) or Higher: You creature wearing or wielding the
suddenly notice static electricity building up largest amount of metal gear.
between your arm hairs as the follicles begin
to lift slightly. • On a 51-70, the Storm targets the
tallest creature in the area of the
DC 20 WIS (Perception) or Higher: You party.
begin to smell burnt hair in your nostrils and
a slight tingling sensation down the back of • On a 71-100, the Storm targets a
your neck. The change in the color of the sky creature of the GM’s choice who has
becomes a noticeable mirror of the color of not been targeted in the past round.
the sands below.
• A creature targeted by the Storm must
DC 20 WIS (Perception) or Higher: The smell succeed on a DC 20 Dexterity Saving
of ozone permeates the air accompanied Throw or or be hit by lightning. A
with a subtle high-pitched crackling sound. creature wearing metal armor or carrying
Although there are no rain clouds in sight, you an exposed metal object must roll with
are suddenly aware that lightning is about to Disadvantage. A creature avoids the
strike your location! lightning strike on a success and takes
(5d8) Lightning damage on a failure.
PLAYER ACTION OPPORTUNITY
“THE TIMING SIMPLY COULD • A creature who is directly hit by lightning
NOT BE WORSE?” must also succeed on a DC 24 Constitution
Saving Throw or become Deafened and
ROLL FOR INITIATIVE! Paralyzed for 1 minute. The affected
If they are not completely caught off guard creature may repeat the saving throw at
because they have succeeded on at least one the end of its next turn.
of the WIS (Perception) checks above, the
players should be given one round of Actions, • At a location where lightning strikes
Bonus Actions, and Movement to react to ground that consists of desert sand, it
the information that they do have. Perhaps creates a 10-foot cube of glass that is
they can decrease their chances of being partially buried beneath the ground. This
struck by getting lower to the ground, or they glass cube has jagged molten spikes
might have a chance to use protective spells. protruding from its top surface. A creature
Regardless of their actions, the dry lightning who steps onto the top surface of one of
strikes begin at the top of the following round. these cubes must succeed on a DC 12
Dexterity Saving Throw, falling Prone
on a failure and taking (1d4) Piercing
damage and (1d4) Fire damage as they
are contacted by the recently struck
molten spikes.
DESERT WASTELANDS 69
SALT FLAT QUAGMIRE
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD Or perhaps it’s the ground itself that is making the
“MOUTHS OF THE EARTH.” deeper crunching noise.
Deep within arid deserts occasionally lays a
salt flat; miles of blinding white terrain formed DC 21 INT (Investigation) or Higher:
by evaporated saltwater where no flora and You decide to test your hypothesis, using your
few fauna reside. While salt flats appear dry equipment to dig a bit in the soil. After you get about
above, the truth is not always so simple. a foot deep, you see there is a crevice underneath
Beneath many salt flats, moisture gathers that feels wet to the touch. It seems that the terrain
below the salt in an enormous natural cistern underneath your feet is not fully solid, and it would
that houses a small lake of sandy mud. While be wise to take care travelling forward.
the average creature travelling through this
treacherous terrain might not cause a collapse PLAYER ACTION OPPORTUNITY
of the brittle crust of salt that tops this pit, “DON’T STAND SO CLOSE TO ME!
groups or caravans could break through and SPREAD OUT!”
be swallowed whole in moments. Once the threat is perceived (DC 17 check or
higher), the cracks become noticeable and
Consider using a Quagmire to slow the party’s characters who have managed to notice them
travel to an important destination, by swallowing can each take an Action, Bonus Action, and
their mounts and supplies, or by blocking off wide Movement to attempt to prevent the ground
swathes of land.. Quagmires can also be used as a underneath them from collapsing in on
dangerous natural trap with dire repercussions. An itself. Characters might spread out, thereby
intelligent enemy might incorporate this hazard into distributing their weight more evenly across
a battle strategy. Characters who are compelled to the terrain. Horses might be dismounted,
rush toward a location or away from a threat might or caravans emptied and carried by several
stumble into the quagmire unaware. people to do the same. Armor can be taken
off and carried by multiple people. For equally
NEXT-LEVEL DESCRIPTION distributing their weight, they get advantage
“CAN FOOTSTEPS FEEL HOLLOW, OR IS on the initial Saving Throw to avoid the
THAT JUST ME?” collapse.
Passive Perception: The landscape before you
has begun to change dramatically. There is a fine MECHANICAL RESOLUTION
layer of dust particles that have settled onto a “I HATE TO PUT IT THIS WAY,
thicker base layer of salt here, which has developed BUT DON’T BE SUCH A STICK IN THE MUD.”
a ruddy sheen. The appearance of this layer of dust • The area of the quagmire that is subject
is unusual . . . very different from the desert soil that
you’ve seen up to this point . . . and you are not able to collapse risk takes (1d4 + 3) rounds to
to determine its source. traverse.
DC 13 WIS (Survival) or Higher: There is no • On each turn, characters must make a DC
sign of animal or plant life anywhere nearby. No 12 Dexterity check as they are walking
tracks. No cacti or desert flowers. Just blinding across the salt flat. On a success, the
white salt for miles, as far as the eye can see. crust remains intact. On a failure, the
crust breaks, and all players stop making
DC 15 INT (History) or Higher: Dexterity checks as the ground beneath
You recall stories of great battles that happened them gives way.
near these Salt Flats, which involved deep trenches
dug by both armies. Occasionally, large ruts in the • Characters must now succeed on a DC12
ground have served as strategic encampments, Dexterity Saving Throw, taking (8d4)
although this particular area seems quite flat, with Bludgeoning damage on a failure and
little area for cover. If there were trenches here long half as much on a success, as the immense
ago, they would be completely covered over by now. weight of the salt crust slides in on top of
them. All creatures and objects are initially
buried 10 feet under the quagmire mud as
this heavy crust pushes them downward.
DC 17 WIS (Perception) or Higher:
Grooves and crenulations reveal that you’re walking
on an extremely shallow depression in the ground,
descending by just over an inch from the salty
wasteland that surrounds it for miles. You notice your
footsteps are crunchier than before; perhaps there is
even less moisture here than the surrounding desert.
70 DESERT WASTELANDS
• Creatures likely will not have had an opportunity to hold their breath before falling into
the quagmire and are immediately Suffocating beneath the surface. When a creature runs
out of breath or is choking, it can survive for a number of rounds equal to its Constitution
modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is
dying, and it can’t regain hit points or be stabilized until it can breathe again.
• A creature beneath the surface may make a DC 12 STR (Athletics) check on its turn as an
Action. On a success, the creature moves at half of its normal movement speed toward the
surface. On a failure, the DC of the STR (Athletics) check rises by 1 as no progress is made
and fatigue begins to set in. If a creature fails the check by 5 or more, they inadvertently
dig themselves 5 feet deeper, confusing which direction is up. If a character does not need
to breathe, the check DC does not increase, but they can still accidentally dig themselves
deeper.
• Vocal and Somatic components for spells are impossible while beneath the surface of the
mud.
• A character who has reached the surface moves at half speed until exiting the mud. They
are no longer Suffocating and can freely exit the quagmire, but they may have trouble
finding their companions and supplies.
• To rescue a creature that is buried beneath the mud, one of the other characters must first
succeed on a WIS (Perception) check to discover the approximate location of the buried
creature beneath the surface. The DC on this check is equal to the number of feet the
target is currently buried below the surface, plus 5. On a success, they may use any means
at their disposal to draw the buried creature out of the mud.
• A spell such as Move Earth works as normal once above ground, and makes excavating one’s
friends and equipment much easier. Divination spells like Locate Object could likewise aid
one in finding companions or gear, bypassing the required WIS (Perception) check.
DESERT WASTELANDS 71
SANDSTORM
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“EXACTLY WHAT IS THAT “SAND EVERYWHERE,
COMING TOWARDS US?” NOWHERE TO HIDE”
Sandstorms are caused by strong winds The sandstorm moves at 600 feet per round.
blowing over loose soil or sand. The If the player characters have spotted it in
widespread abundance of loose earth and time with the active checks above, they will
extreme dry conditions in deserts makes them have only seconds to prepare themselves.
the most common locations for sandstorms, Preparations that may help them to weather
and they can arise with very little warning. the storm include:
Visibility rapidly drops to zero, and it becomes
impossible to navigate as the sun is blotted • Wearing goggles or other protective
out. Eyes fill with dirt, and lungs burn as the eyewear
air becomes earth. The tiny particles find their
way into every crevice. Wagon axles, gears, • Covering the mouth and nose with a
and even the simplest of machines quickly filtering mask or a moistened cloth
seize up and break.
• Covering exposed skin
Sandstorms may become a part of your setting in a • Spells or magic items that create a
number of ways. In addition to creating an insidious
threat in the less inhabitable parts of a campaign protective barrier from the abrasive
world, they may also have an almost magical “feel” particles such as Resilient Sphere.
to them, like the winds are some sort of barrier
intended to keep a lost treasure hidden or to keep an *Spells like Tiny Hut take too long to cast,
evil presence at bay. Sandstorms often hide things and effects that increase AC, like the Shield
of high import that need to be lost to the world. They spell, have no effect against the sandstorm.
may also uncover things that need to be found. Who
knows what could be hidden behind the veil? Unless they are completely taken by surprise,
grant each player one opportunity to vocalize
how their characters prepare themselves.
Once the storm is upon them, further action
will be difficult, if not impossible.
NEXT-LEVEL DESCRIPTION
“THAT DOESN’T SEEM RIGHT”
Passive Perception:
The air around you feels momentarily stagnant, and
then the wind changes direction with a conspicuous
whistling flourish.
DC 13 WIS (Perception) or Higher: The sky
begins to darken, and the temperature drops
suddenly as a huge wall of clouds blots out the
sun [or the moon if at night]. It is still far away, but
it seems to be moving quickly in your direction.
You can now tell by the direction of the wind that a
massive sandstorm will be on top of you within a few
short moments. Outrunning this suffocating wall is
out of the question, and urgent action must be taken
if you hope to survive it!
DC 18 (WIS) Survival or DC 18 (INT) Nature
or Higher: You know that the sand blown by the
storm will be abrasive to any exposed skin and is
especially dangerous to the eyes. You also know
that, without a properly fitting mask or a moistened
piece of cloth to put over your face, there’s a risk of
inhaling the sand and suffocating. You should take
preparations right now to cover your eyes, mouth,
and nose, and you should seek any additional
shelter that you can find!
72 DESERT WASTELANDS
MECHANICAL RESOLUTION • Creatures with exposed skin due to
“I’LL NEVER GET ALL THE SAND improper desert clothing take (6d4)
OFF OF ME” slashing damage for each hour of exposure
The sandstorm covers an area that is (4d10) to the storm. Characters with proper Desert
miles wide and (1d100 + 50) feet high. The Garments take half of that damage each
storm lasts for (1d3 + 1) hours, but the sky hour. Objects left out in the storm also take
will remain orange and somewhat darkened slashing damage and have the potential to
for the next (1d4) days even after the winds be completely buried in the sand.
have died down.
• Characters without a proper Respiration
For each hour that the sand storm lasts, Mask, moistened cloth, magical barrier, or
characters who are in the area of the storm some other effective means of covering
and who are not completely surrounded by their noses and mouths (such as a blanket
a solid structure, or by protective magic, are or bedroll) are forced to begin holding their
subjected to the following effects. breath as the dirt and sand fills their lungs.
Ɵ A creature can hold its breath for a
• All exposed, non-magical flames are number of minutes equal to 1 + its
extinguished. Constitution modifier (minimum of 30
seconds).
• Protected flames, like those of a lantern, Ɵ A creature gains one level of Exhaustion
have a 75% chance of being extinguished. for every minute spent in the area of the
Sandstorm without complete coverage
• All ranged weapon attacks are of the nose and mouth.
at Disadvantage. Ɵ These levels of Exhaustion cannot
be removed by any means until the
• A creature cannot hear anything above creature is surrounded by fresh air.
the howling of the wind unless the source
of the sound is directly adjacent to it.
• Characters without specific eye protection
are Blinded for the duration of the storm.
The visual range of creatures with eye
protection is reduced to 5 feet.
DESERT WASTELANDS 73
SINKHOLE
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD • Safe Characters: Creatures who succeed
“AH, A RELATIVELY FLAT PIECE on the DC 21 check know the exact
OF THIS DESERT” dimensions and dangers the sinkhole
Desert sinkholes are holes in the ground that imposes and know how to avoid them.
have been covered over time by a loose layer These characters will avoid being caught
of sand. When that layer of sand is disturbed, in the hazard and will not have to make
the unstable structure begins to collapse. The the following Strength Saving Throw
sand funnels into a narrow vertical shaft that to avoid being pulled downward by
may lead to a larger underground cavern, the sinkhole under any circumstances.
much in the same way that sand funnels These successful characters may also
through an hourglass. If a large enough choose to grant Advantage, or eliminate
creature stumbles onto the unstable surface Disadvantage, on the Strength Saving
area above a sinkhole, it will be dragged down Throw of one other party member who
into the depths of whatever lies beneath. can hear or see them. This can only be
achieved by casting an assistive spell or
A desert sinkhole can serve your story as any man- by extending a rope, a pole, or some other
made trap might, forcing the adventurers to utilize object with reach while remaining outside
their strength and cunning to escape. It might also of the unstable area.
be used to lead an unwary party to a significant
underground location or to reveal the ruins of a • Cautious Characters: Creatures who meet
long-lost desert civilization. This event is an intense or exceed the DC 17 check are aware
encounter that could be deadly for one or more that something is happening and are
characters if the dice are not friendly. Use with on alert. They may approach cautiously
caution! and try to move around the sinkhole, but
they may not actually be aware of its
NEXT-LEVEL DESCRIPTION full dimensions. The unstable area has a
“CAN YOU SEE THAT UP radius of (2d10 + 10) feet. If the cautious
AHEAD TOO?” characters do not give the sinkhole a wide
DC 17 WIS (Perception) or Higher: You notice enough berth, they could still be pulled
a subtle change in the topography of the desert floor in. A successful DC 17 INT (Investigation)
up ahead. You see a slight depression in the ground, check at this stage will provide a cautious
with an oddly circular appearance to it. character with ALL of the information that
could have been obtained through the
DC 19 WIS (Perception) or Higher: You are able checks above, but a failure leads to their
to see that the terrain before you actually looks like a triggering and being caught in the hazard.
pit filled to the brim with sand. The earth appears to These cautious characters will not have
have settled in an unusual way, indicating that there Disadvantage on their Strength Saving
is something below the surface. It’s very difficult to Throw as they are being dragged into the
understand what lies beneath, or if the ground in the sinkhole.
area nearby is stable.
• Surprised Characters: Creatures who
DC 21 WIS (Survival) or DC 21 INT (Nature) did not meet any of the checks above
or Higher: The area out ahead of you is clearly are surprised as the sinkhole collapses
a sinkhole. You are not only able to tell that the and have Disadvantage on their Strength
ground is unstable and about to collapse, dragging Saving throws to avoid being pulled into
anything within its radius underground, but you are the sinkhole once they are within its
also able to tell the exact dimensions of the sinkhole unstable area.
and which areas of the ground are safe to traverse.
• Magic items or character features that
PLAYER ACTION OPPORTUNITY prevent a character from being surprised
“DON’T LET YOUR CIRCUMSTANCES can counteract this effect and allow a
DRAG YOU DOWN.” character a straight roll when making the
Characters caught in a desert sinkhole have Strength Saving Throw.
only a second to react before being pulled
quickly and completely beneath the surface.
Allow characters to act as follows based on
how well they did in the checks above:
74 DESERT WASTELANDS
MECHANICAL RESOLUTION
“GOING DOWN?”
ROLL FOR INITIATIVE!
• At the beginning of the collapse, all creatures within the unstable surface area of the sinkhole
must succeed on a DC 19 Strength Saving Throw to resist being dragged down into the void
as the sand gives way. Players who are completely aware of the sinkhole’s dimensions DO
NOT need to make this Saving Throw, as they are standing safely outside of the unstable
area.
• Creatures who fail this initial Saving Throw are Restrained and are immediately moved
downward into the vertical shaft as the sand pulls them under. These characters take
(5d6) Bludgeoning damage from the fall and the debris that falls in on top of them. These
characters land Prone and are immediately buried with an enormous amount of sand and
debris. The sand need not fill the entire chamber below to pose a risk to buried creatures.
The sheer volume of material that is raining down on the character is enough to bury him or
her alive in seconds. The sinkhole only acts once. At the end of this initial action, all of the
sand that was suspended near the surface has fallen to the bottom of the chamber, along
with any creatures who were dragged down with it.
• If a creature succeeds on the initial Strength Saving Throw, it is able to grasp enough solid
ground to keep from being swept into the hole. It can use half of its Movement speed to
stand safely at the beginning of its next turn and may act as it normally would.
• Any characters at the bottom of the chamber are now Restrained and Suffocating, unable
to free themselves through non-magical means.
A Suffocating creature can survive for a number of rounds equal to its Constitution modifier
(minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it
can’t regain hit points or be stabilized until it can breathe again.
Characters may take turns in Initiative Order to free the Restrained and Suffocating party
member(s). A successful DC 12 STR (Athletics) check is sufficient to move a substantial amount
of debris from the pile on the floor of the chamber. Characters who utilize shovels or other tools
that increase the amount of sand that can be moved may roll this check at Advantage. Each
successful check has a 25% chance of uncovering a buried creature. The Power Shovel moves
twice as much earth and has a 50% chance of uncovering a buried creature.
DESERT WASTELANDS 75
76 TROPICAL JUNGLES
CHAPTER FIVE
TROPICAL JUNGLES
ADVENTURE ENVIRONMENT FESTERING WOUNDS
Tropical Jungles, sometimes known as & JUNGLE ROT
rainforests, can be incredibly challenging
environments for adventuring parties for The constant moisture of the tropical rainforest
several reasons. The incessant precipitation can lead to debilitating skin infections over
may lead to flash floods and mudslides. The extended periods of travel. Any serious open
thick overhead canopy is home to an entire wounds sustained in combat may fester, as
ecosystem of interesting and dangerous outlined in the Festering Wounds section on
creatures. Undergrowth at the ground (page 10) of the introduction. Additionally,
level may be so thick that basic navigation tropical ulcers that are sometimes known
becomes a serious problem, and the heat as “jungle rot” may form from the simplest
and moisture of this natural biome make it a blisters or scrapes. The GM may choose to
breeding ground for parasites and disease. apply Festering Wounds as jungle rot at his
or her discretion, even if serious injuries have
LANDSCAPE & not been sustained from combat encounters.
EXCESSIVE MOISTURE Jungle rot is most likely to take hold around a
creature’s feet and ankles.
Adventurers will find that blazing a trail
through the jungle without a machete may TRAVEL PACE IN THE JUNGLE
be nearly impossible. Thick vegetation
dominates the landscape and makes travel DIST. DIST. DIST.
slow and arduous. Where trails exist, they PER
may lead to the dens of any number of wild PACE PER PER DAY EFFECT
beasts and monstrosities who call the jungle Fast
their home. MINUTE HOUR
Clothing choice is very important to managing 200 2 Miles 15 Miles -5 penalty
body heat and perspiration. Unlike in the Feet to passive
Desert, where a traveller needs to be fully Wisdom
covered to protect from the blazing sun, a wise (Perception)
traveller in the tropical rainforests of the world scores AND
will leave skin exposed to keep from losing CON Saves
water to excessive perspiration. Characters for low water
who wear Medium or Heavy Armor, or thick intake at
clothing of any kind will need to drink twice Disadvantage
as much water as they normally would to
avoid the effects of dehydration. Normal 150 1.5 Miles 12 Miles None
Feet
WATER REQUIREMENTS
IN THE JUNGLE Slow 100 1 Mile 9 Miles Able to use
Feet stealth
A character typically needs one gallon of
water per day, but while wearing Medium or **Disadvantage on CON Saves also applies
Heavy Armor in the jungle, that requirement to any rolls required due to a Forced March
increases to two gallons of water per day. A beyond 8 hours of travel in a day.
character who drinks only half the required
amount of water must succeed on a DC 15
Constitution saving throw or suffer one level of
Exhaustion at the end of the day. A character
with access to even less water automatically
suffers one level of Exhaustion at the end of
the day.
If the character already has one or more levels
of Exhaustion, the character takes two levels
in either case.
TROPICAL JUNGLES 77
78 TROPICAL JUNGLES
FLASH FLOOD
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD MECHANICAL RESOLUTION
“WATER ALWAYS SEEMS TO “SINK OR SWIM!”
RUIN THE DAY.” The Flash Flood acts on both Initiative Counts
Flash floods occur due to intense or prolonged 20 and 10 and remains in the area for (1d4+2)
rainfall. The torrent can be powerful enough rounds. It moves at 150 feet per round. The
to move boulders, tear out trees, and flood is (3d20) feet wide, and the water
destroy buildings, and it has the potential to level rises 10 feet as the flood passes through
sweep unwary travelers away in a heartbeat. the area.
Occasionally, floating debris can accumulate
at man-made or natural barriers, causing On each of the flood’s turns, any creatures
significant flooding upstream. A raging wall still within its area take (4d4) Bludgeoning
of water may result when the obstruction damage and lose (1d2-1) random items
suddenly breaks loose. from inventory. Any creatures in the space
occupied by the flood must succeed on a
A flash flood is unlikely to be a serious threat to DC 19 Strength Saving Throw or be swept
the lives of characters, but it can serve your story 150 feet downstream. A character who is
by separating the party, by carrying a character to holding onto a firmly rooted object (tree,
a vital narrative location, by causing the loss of one rock, rope, etc.) may roll with Advantage on
or more important items, or by otherwise placing a the saving throw. A creature may repeat the
strain on party resources. saving throw at the end of each of its turns
and reaches a safe location on a success. A
NEXT-LEVEL DESCRIPTION creature who is rendered Unconscious in this
“NOT GOOD VIBES, I’M AFRAID.” way must immediately begin making Death
DC 15 WIS (Perception) or Higher: The roar of Saving Throws as drowning occurs.
rushing water and the loud cracking of debris can be
heard from several hundred feet upstream. After 1d4+2 rounds, the flood expands beyond
the narrow confines of its banks, slows to a
DC 18 WIS (Perception) or Higher: It’s clear normal current, and poses no further threat to
that you have only a brief moment to move yourself conscious creatures. Those who remain in the
and your companions out of the path of a wall of flood’s area when it calms are deposited at a
water that is carrying a deadly accumulation of safe part of the bank in their current location.
earth, wood, and stone! Unconscious creatures continue making
Death Saving Throws until stabilized.
DC 20 WIS (Perception) or Higher: You quickly
assess your options and see that the best choice is
a large, sturdy tree that may offer a chance to get
above the flood.
PLAYER ACTION OPPORTUNITY
“FRONT ROWS MAY GET WET.”
ROLL FOR INITIATIVE!
Allow characters who have perceived the
risk to use a full round of Actions, Bonus
Actions, and Movement to deal with the
threat. Characters who rolled lower than the
minimum required check are surprised and
may not move, act, or react in this initial round.
TROPICAL JUNGLES 79
JUNGLE GORGE
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD DC 15 (INT) Investigation or Higher:
“FINALLY I CAN SEE... A certain amount of friction and wear and tear can
WHERE I MIGHT DIE!” be expected from this method of traversing the
Jungle topography can vary significantly, but gorge. The hempen rope on which the trolley is
it is often concealed by the dense canopy of suspended is old and frayed, but the wooden trolley
foliage that covers the region. Deep gorges itself appears to be in relatively good condition.
are very common in the jungle biome, and
they can create very challenging barriers for PLAYER ACTION OPPORTUNITY
a traveling party. “WHAT COULD POSSIBLY
GO WRONG?”
A Jungle Gorge can serve your adventure in a The characters may choose to use the trolley
number of ways. If the party has already been to get across the gorge, or they may choose to
significantly taxed by the jungle environment, the climb down the nearest wall and back up the
gorge may simply be a terrain feature that must be wall on the other side. Detouring around the
navigated to reach the final intended destination. gorge results in (2d4-1) hours of additional
However, if your group of players is in need of travel through the dense jungle.
additional challenge, this feature can be a great
complication to a combat or chase encounter as If the players decide to scale the gorge walls,
well. use the Expanded Climbing Mechanics from
the Introduction. If they choose to use the
Keep in mind that, if the party is travelling at trolley, proceed to the Mechanical Resolution
night, or in a mist that lightly obscures the below.
area, the following WIS (Perception) checks
would be made at Disadvantage. MECHANICAL RESOLUTION
“AND AWAY WE GO!”
NEXT-LEVEL DESCRIPTION The rock faces on either side of the gorge are
“I WONDER IF THOSE nearly vertical inclines that measure (2d100 +
VINES WILL HOLD” 50) feet from bottom to top, and void in the
DC 15 (WIS) Perception check or Higher: As center of the gorge measures (1d100 + 20)
you are moving through the dense foliage of the feet across.
jungle, the vegetation suddenly gives way to a deep
void. One more step and you would have fallen into A fall from the rope or the trolley results in
a rocky gorge that plummets dozens of feet below the damage and injuries mentioned in the
where you are currently standing. Fall Damage & Injury Table detailed in the
Expanded Climbing System.
DC 18 (WIS) Perception check or Higher: The
walls of the gorge do have plenty of hand-holds and The frayed rope that supports the trolley
could be scaled with adequate climbing equipment. has been weakened by use and time. If no
As you scan the length of the gorge to your left and other reasonable efforts have been made
to your right, you notice the remains of what appears to strengthen it, it will snap as soon as 200
to be an abandoned rope trolley system. The rope pounds (creatures and equipment combined)
is intact and spans the full width of the gorge, and or more is applied to it.
the basic wooden box frame of the trolley hangs
directly in the middle of the line. The existing rope may be strengthened or
supplemented by a creature who travels its
If investigating the trolley further: full length in the trolley while making the
necessary repairs. The repairs may involve
Basic examination There is no pulley system affixing additional ropes, jungle vines, or other
attached to the line, and it seems that the trolley helpful equipment possessed by the party.
was designed to slide across as the passenger or On the contrary, the party may lean toward
passengers pull hand over hand on the guide rope. the casting of a Mending spell or another
The trolley travels along the guide rope on metal similar spell with the potential to improve the
eyelets that are in operational condition, and it has condition of the rope. If the repair attempts
a pull rope that can be used to retrieve it from the far are successful, the party may traverse the
side of the gorge. gorge without significant risk of falling.
80 TROPICAL JUNGLES
RAZOR GRASS
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD or other polearm, or a thin branch might be
“EVEN THE PLANTS HAVE TEETH HERE!” used to force the razor grass to lay down as
Razor grass is a plant with triangular well. Other improvised tools may be used at
stems and leaves that bear thousands of the GM’s discretion.
minute “teeth.” The sharp teeth may not be
immediately noticeable, but they easily slice If this technique is used successfully by a
through clothing and flesh when a creature character at the head of a single-file line, all
passes through the areas where it grows. characters may pass through the razor grass
without risk of injury. However, this takes
Razor grass grows in tall, thick patches that create time to accomplish. Travel speed is reduced
formidable barriers for adventurers who travel to a Slow pace of 200 feet per minute over
through the jungle. A GM may use this barrier extended periods, and the area covered
feature to force high-pressure decisions from players. by Razor Grass counts as Difficult Terrain
Perhaps time pressure compels the party to choose if in Initiative Order. It will take a group
between pressing through at the risk of injury or approximately half an hour to press through
taking a long detour around the area covered by the razor grass with one of the techniques
razor grass. If an enemy is in hot pursuit, this barrier above, and it will take one full hour to navigate
may also force a decision on whether to try to hide around it.
among the slicing leaves or to turn and fight in front
of them. MECHANICAL RESOLUTION
“WE CUT THAT TOO CLOSE!”
NEXT-LEVEL DESCRIPTION For every 5 feet that a creature moves through
“SERIOUSLY. WHAT IS WRONG the razor grass without using a technique
WITH THIS PLACE?” like those mentioned above, it takes (1d6)
Passive Perception: The sky is fully visible for Slashing damage. The wounds are deep
the first time in hours as the jungle canopy opens enough that they become susceptible to
up above you, but the path ahead is choked with infection in the damp jungle environment.
tall grass that reaches to a height of nearly ten feet See Festering Wounds.
above the jungle floor. These blades of grass are
thickly clustered, providing significant cover and
near zero visibility.
DC 13 INT (Investigation) or Higher: As you
inspect one of the tall blades of grass, you see
hundreds of minute teeth that run along its edge.
Pushing through this area could be a painful
experience.
DC 15 WIS (Survival) or DC 15 INT (Nature) or
Higher: The grass in front of you is known as Razor
Grass because of the razor sharp teeth that line
each individual blade. They will easily slice through
clothing and flesh, and the only ways to pass safely
are either to chop it down with a machete or to press
the tall grass down toward the ground as you move
forward. You’ll need a long sturdy tool that can be
used to force the grass to lay down as you
blaze a trail.
PLAYER ACTION OPPORTUNITY
“CAN WE CUT DOWN THE CUTTERS?”
A character at ground level will find it impossible
to see how far the razor grass extends. A
creature that climbs or flies up to a vantage
point above the razor grass will see that this
barrier extends for approximately a mile in
the intended direction of travel.
A machete can be used to blaze a trail
through razor grass. A 10-foot pole, a spear
TROPICAL JUNGLES 81
ALLERGIC REACTION
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD When combined together, the pollen of these two
“AH...AH...AH CHOO!” species is known to be an extreme irritant to most
Allergens exist everywhere, but in the humanoids.
jungles of the world where few people live,
adventurers are much more likely to come STINGING UNDERGROWTH
across something to which their immune
systems have never been exposed, potentially Passive Perception: The dense undergrowth
triggering allergic reactions. The constant overhanging the path has become more and more
dampness and warmth triggers the growth difficult to avoid. The leaves have a dull sheen to
of exotic fungi. Local insects possessing rare them when the light hits it just so.
venoms are aggressive and quick to sting.
The air can be full of pollen from dozens of DC 15 WIS (Survival) or Higher: The plants all
species of flowering plants and trees. When around you seem to be a variety of stinging nettle.
the party’s bodies turn against them, they will You can probably move through without fear if you
have few options for respite. Furthermore, cover exposed skin, but getting stung may be painful
initial symptoms may be slow to manifest, and there is a potential for an allergic reaction.
significantly increasing the risk of a severe
reaction. DC 16 INT (Investigation) or Higher: The
leaves of the plants ahead have tiny, white, hair-like
The party may encounter allergens simply by protrusions on them. On closer inspection, the hairs
travelling through the jungle, or by sampling the end in a barbed hook that looks very sharp.
local fare in a friendly village. A reaction may occur
after a fight with the local wildlife if a party member DC 17 INT (Nature) or Higher: This plant is called
took piercing or slashing damage. Perhaps the Gympie Stinger, and it contains tiny white stingers
locals have weaponized a particular allergen, such that will imbed into the skin, causing a severe allergic
as bee venom or poison ivy, and use it to coat their reaction that could result in anaphylactic shock. If
weapons or to create sinister traps. the allergic reaction doesn’t kill you, infection from
the stinger is a potential hazard.
NEXT-LEVEL DESCRIPTION
“SUCH A VISCERAL REACTION!” VELVET ANT STING
Imporant Tip: Prior to your session, choose
which of the three following allergens has DC 15 WIS (Survival) or Higher: There are signs
the potential to antagonize your player of a large colony of ants in this area. “Roadways” cut
characters. These irritants would likely into the deadfall, trees and plants that have been
inhabit distinctly different areas within the stripped of their leaves, and an absence of animal
jungle and would not likely occur together. tracks all point to a dangerous species of ant having
However, combat encounters may be claimed this area.
combined with any one of these allergic
reactions as a complication.
INHALED POLLEN DC 17 INT (Nature) or Higher: There is a musty,
slightly acrid smell in the air: muriatic acid. Out here
DC 14 WIS (Perception) or Higher: You noticed that can only mean the presence of Velvet Ants.
tiny motes of dust floating in the shafts of light Their sting can cause a severe reaction in most
coming down through the jungle canopy above. You humanoids that can paralyze and lead to death.
can’t help but to breathe them in. They make your
throat itch slightly, but do not seem to have any other DC 18 WIS (Perception) or Higher: Hundreds
immediate effect. of large red ants roughly an inch in length are
rapidly spilling out of a fallen tree nearby. They are
DC 15 INT (Medicine) or Higher: The dust in aggressively moving towards you.
the air is most definitely pollen. The itching in your
throat is likely the beginning of an allergic reaction. PLAYER ACTION OPPORTUNITY
Symptoms may include difficulty breathing and “WHO FORGOT THE ANTITOXIN?”
hives. It might be beneficial to cover our noses and • Layers of Clothing - Against stinging
mouths with a damp cloth or a mask to minimize the
amount of pollen we are breathing in. plants, the party can cover their exposed
flesh to avoid any immediate effects.
DC 18 INT (Nature) or Higher: A rare variety of However the irritants may still find a way to
palm tree, and a species of black orchid found only affect the party if they don’t take action. If
deep in the jungle, both thrive in this environment. the party takes a Long Rest after coming
into contact with plants that provoke
a reaction, they will need to wash or
82 TROPICAL JUNGLES
discard their clothes to avoid the effects. Anaphylactic shock causes blood pressure
Spells like Resilient Sphere that create a to drop suddenly and airways to constrict,
protective barrier between creatures and blocking breathing. This shock can be
the plants are effective, but spells that cured through forced administration of an
protect against incoming attacks, such as Antitoxin, accompanied by a successful DC
Shield, do not have any effect. 10 WIS (Medicine) check. Spells like Lesser
Restoration and Greater Restoration can also
• Face Covering - Against airborne reverse the effects of shock. Until the shock is
allergens, such as the pollen above, a cured, a creature is Suffocating.
party member can cover their nose and
mouth with a damp cloth or a mask. A dry STINGING UNDERGROWTH
cloth will have no effect. Using a damp
cloth only alleviates breathing problems. An exposed creature must make a DC
The dust will still get onto their clothes 14 Constitution Saving Throw upon initial
and into their eyes. If the party makes exposure, and repeat the save each hour until
no effort to remove the pollen from their clothing is changed or washed. On a success,,
clothes and armor, such as washing them, a creature is immune to the effects of the
removing them, or using spells such as allergen for the next 24 hours.
Prestidigitation to clean them, they will A creature who fails this saving throw is
still suffer the inhalation effects when they Poisoned and goes into anaphylactic shock.
remove their face coverings. Roll for Initiative. Suffocation begins on
the character’s next turn. (See Anaphylactic
• Antitoxin - All of the allergic reactions Shock Above) If a creature fails the saving
here may be treated through ingestion of throw by 5 or more, its Constitution score is
Antitoxin. also temporarily reduced by 5 points until
finishing a Long Rest.
• Fire - A lit torch or a sustained flame of Furthermore, the stingers that have embedded
any kind is enough to keep Velvet Ants themselves into the exposed skin will become
at bay. Other spell effects that would Festering Wounds. A creature may spend
prevent an ant from making contact with time removing the stingers during a Short
a creature are also strategically valid. Rest.
MECHANICAL RESOLUTION VELVET ANT STING
“WE’RE NOT GOING THROUGH Characters who notice the approach of the
THERE AGAIN” ants can easily outrun them, or they may
Reminder of Suffocation Rules: When a use spell effects or fire to keep the ravenous
creature runs out of breath or is choking, it creatures from getting close enough to bite.
can survive for a number of rounds equal The ants are unable to get within attack range
to its Constitution modifier (minimum of 1 if one of these tactics is used by the party.
round). At the start of its next turn, it drops
to 0 hit points and is dying, and it can’t regain A creature who is stung must make a DC 16
hit points or be stabilized until it can breathe Constitution Saving Throw.
again.
Roll for Initiative and place the ants at count
INHALED POLLEN 10. The colony is an enhanced swarm that
covers a circular area with a radius of 20 feet.
An exposed creature must make a DC 17 The swarm can move 20 feet per round. On
Constitution Saving Throw approximately 10 its turn, the mega swarm makes simultaneous
minutes after initial exposure, and repeat the sting attacks on all creatures who are within
save each hour until success. On a success, a its area. The sting attacks have a +7 to hit,
creature becomes immune to the effects of deal (4d4) poison damage, and force a DC
the allergen for the next 24 hours. Once all 16 Constitution Saving Throw. A creature who
creatures in the party have succeeded on the fails the saving throw is Paralyzed. Affected
saving throw, there is no further risk from the creatures can repeat the save at the end of
inhaled pollen. their turn.
Creatures who fail the saving throw
immediately become Poisoned and Blinded
for (1d4) hours as the pollen makes their eyes
swell shut. If a creature fails the saving throw
by 5 or more, there is a 50% chance of going
into anaphylactic shock and beginning to
Suffocate within a matter of seconds. Should
this occur, Roll for Initiative to resolve the
effects of the shock. Suffocation begins on
the next turn for any affected creatures.
TROPICAL JUNGLES 83
FUNGAL BLOOM
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“THAT’S A STRANGE OCCURRENCE” “THAT’S NOT SUPPOSED TO
High within the branching liana of many HAPPEN... IS IT?”
jungles and rainforests are the fruits of Once a character has identified the threat,
epiphytic fungi and lichens. Psychoactive allow them a chance to declare actions they
and debilitating to organisms not equipped might take to combat the imminent fungal
to handle them, fungal infestations like this bloom.
also zig-zag through the ground, connecting
tree roots together with symbiotic mycelium Spells such as Gust of Wind or Control
that distributes nutrients between trees and Weather might be used to improve conditions
provides both a home to adapted burrowing for player characters, and other spell effects
creatures and a substrate for parasitic fungi should be considered carefully by the GM as
to blossom throughout the jungle carpet. well. Any spell that creates a magical barrier,
or that decreases exposure to the fungal
Most of these fungi are usually harmless unless spores over time, should grant creatures
eaten. However, after it rains, the very same Advantage on Saving Throws against the
mycelium that serves the botanical health of spores.
the region can become a birthing ground for
a fog of toxic and psychoactive spores. Equipment such as a Plague Mask or other
full facial covering allows a creature to add
A Fungal Bloom can serve your story by transforming +2 to Saving Throws against spore effects.
a seemingly harmless jungle path into a highly Simply covering one’s mouth has no effect;
treacherous environment. Spores may contaminate the spores can still enter through mucous
the parties supplies, or they may briefly set party membranes such as open eyes and ears,
members against each other as they lose control of and also through exposed wounds. Only full
their mental faculties. Perhaps the area of the fungal coverings do the trick. Improvised coverings
colony is home to plant-like humanoids who use the may subject the wearer to the Blinded
bloom as a defensive barrier. and Deafened conditions if not specifically
designed to allow for these senses.
NEXT-LEVEL DESCRIPTION MECHANICAL RESOLUTION
“LOGIC AND PROPORTION” “SEEMS LIKE A GOOD TIME
DC 10 WIS (Perception) or Higher: TO SOIL ONESELF.”
The pinning heads of mushrooms can be
seen rising from the soil and slowly spreading ROLL FOR INITIATIVE!
their gills as you travel through the thick
undergrowth. While characters are using any action
opportunities above, the GM may roll a
DC 16 INT (Investigation) or Higher: d10 four separate times to randomly select
As you reach down to inspect the mushrooms, four different types of fungus from the list
you discover that they are thick and swollen below. Alternatively, the GM may choose four
with spores. You also uncover thick, fibrous varieties of fungus that are present in the
mycelium underneath that runs deep into the jungle. Any of the fungi listed here can be
black jungle dirt. Upon further investigation, accurately identified by a character with a
it appears that this mycelium can be found successful DC 15 INT (Nature) check.
everywhere you make the effort to dig a few
inches into the ground. During a bloom, each fungal population
covers an area with a 120-foot radius and may
DC 19 INT (Investigation) or Higher: take several turns to traverse. Additionally each
You look up and discover that the canopy different fungal variety should be separated
above has been colonized with multi-colored by at least half an hour of travel through the
mushroom caps that dwarf those that you’ve jungle. At the beginning of each encounter
seen underfoot. It seems that each one is with one of these fungal zones, have players
preparing to release their spores into the air. roll a new initiative order and choose the
It’s clear that you are about to be surrounded associated effects from the descriptions
by a cloud of potentially poisonous spores. below.
1. Braided Puffball - This mildly poisonous,
ball-shaped mushroom is a parasitic
fungus that grows on the jungle floor.
Creatures who are walking through the
area risk kicking a cluster of puffballs
and releasing toxic spores into the air.
84 TROPICAL JUNGLES
Have each character make a DC 14 WIS creature. This effect may be triggered
(Perception) check at the beginning of multiple times while creatures are in the
each turn to avoid accidentally contacting region populated by the dropslime colony.
a puffball cluster. A creature who fails this All creatures in the area must succeed on
check inadvertently kicks up spores in a a DC 14 Dexterity Save, or take (2d8) acid
5-foot square and must succeed on a DC 14 damage as the dropslime contacts areas
Constitution Saving Throw or take (2d6) of exposed skin. No damage is taken
Poison damage and become Blinded for on a successful save. Spells like Wall of
one hour. The Blinded condition can be Force that prevent physical objects from
removed with a Lesser Restoration spell or passing through a magical barrier can be
by taking a Short Rest and rinsing eyes used to shelter an area completely from
with clean water or an Eye Wash. the raining slime.
2. Hanging Pearls - Glittering strands of 5. Helicanthia - Named for its helix-shaped
algae house tiny morsels of crunchy fungal spores,Helicanthia is a potentially beneficial
caps making these lichens a sought-after fungus. Any character with Proficiency
food source by beasts and exotic food in Medicine, Nature, Survival, or with the
traders. Characters are able to collect Herbalism Kit will automatically notice
(2d10) pearls from nearby tree trunks. The the presence of these potentially valuable
pearls may be sold to interested traders fungi and will be aware of their properties.
for (2d12) silver pieces each. They are also On each turn in the initiative order while
edible, and three pearls are enough to passing through this fungal colony, a
sustain one creature for a day. character may choose to use an Action
to roll a DC 16 INT (Nature) check and
3. Blue Brain Truffle - These brain-shaped harvest (1d4) portions of Helicanthia. A
mushrooms grow on rotting plant material character may then prepare the collected
and favor branches covered in shade, Helicanthia during a Short or Long Rest
where they can grow fat and stay moist. with a successful DC 14 WIS (Medicine
When a creature passes beneath such a Check). For each successfully prepared
branch, the mycelium in the ground below portion of Helicanthia, a concoction is
triggers the blue brain truffle to release its produced that has the properties of a
spores. At the beginning of each turn in Potion of Healing. Characters who are
the initiative order, a creature may notice Proficient with the use of the Herbalism
and avoid the triggering mycelium with Kit may roll both of these checks at
a successful DC 14 WIS (Perception) Advantage. However, the spores can
check. On a failure, the truffle drops be dangerous while they remain in their
its spores which attempt to infect the natural state. A character whose HP is at
triggering creature’s mind, forcing a DC least 1 point below maximum, who fails
18 Intelligence Saving Throw. On a failure, either the Nature check to harvest or the
the creature is Charmed by the fungus for Medicine check to prepare Helicanthia,
1 minute. The creature is no longer aware will be infected by the life-draining fungus.
of its surroundings, and is not able to The creature immediately takes (2d6)
avoid further interactions with triggering Necrotic damage, and acquires Festering
mycelium. Instead at the beginning of Wounds as described on (page 10) of the
each of its turns, it attacks the nearest Introduction .
creature with no regard for its own safety.
The Saving Throw may be repeated at 6. Hornstar Lichen - This glowing parasitic
the end of each turn, and a creature lichen grows like thick white hair on
regains control of its mental faculties on anything that stays still for more than
a success. Spells and character features a few days. It presents a challenging
that prevent the Charmed condition will complication to jungle combat encounters
negate the effects of this fungus. that may take place in the area populated
by the colony, and ambush predators
4. Dropslime - This is a mucosal secretion often find these areas to be advantageous.
that rains down from fungal colonies Monsters in the area populated by
that grow high in the jungle canopy. The Hornstar Lichen receive a +5 bonus to
mycelium network below allows these Stealth. The lichen can be seen from
fungi to sense the heat of warm-bodied the jungle carpet to the tops of trees,
creatures beneath them, and they can actively draining nutrients of its hosts
detach themselves to fall upon the and producing a faint yellow light. While
unsuspecting victims. Creatures passing Hornstar Lichen produces dim light of its
through this area may notice and avoid own, its sheer volume blocks out nearly all
the triggering mycelium network with a sunlight that might normally penetrate the
successful DC 14 WIS (Perception) check canopy above, leaving areas where it has
at the start of each turn. If any creature taken root always in Dim Light, no matter
fails this check, the dropslime immediately the time of day. The area also becomes
rains down in a circular area with a 30-foot Difficult Terrain.
radius that is centered on the triggering
TROPICAL JUNGLES
85
7. Thorncap Colony - Though thorncaps likely to become Festering Wounds.
may appear simply as girthy, spear-like
mushrooms jutting out of the ground, their 10. Death Veil Parasol - One of the strangest
mycelium has been known to stretch for mushrooms found in jungles that only
miles. The mycelium creates natural voids blooms at night. The Death Veil is a
beneath the surface that naturally support tiny, singular black sprout that feeds off
the thorncaps’ need to feed on rotting of magical energy. In any area with an
carcasses. At the beginning of each turn infestation of these mushrooms, spell
in the initiative order, a creature has a 30% casters must make a DC 14 Constitution
chance of walking over a 3-foot deep Saving Throw (Concentration Save)
void in the earth that has been created immediately after each casting. On a
by the burrowing mycelium. An affected failure, the caster loses control of the spell.
creature falls into an open pit in the These spell effects do not end; instead,
ground and takes (4d6) piercing damage. they turn on their casters, with buff spells
The creature is Restrained as it is impaled affecting enemy creatures and offensive
on the spike-shaped fungi and cannot effects targeting the one creating them.
free itself. Others may assist in freeing a Jungle creatures who do not cast spells
Restrained creature, pulling it up out of themselves, but who exhibit resistance to
the shallow pit on a successful DC 14 STR magical effects, tend to inhabit the areas
(Athletics) check. However, the punctures near Death Veil colonies and may defend
left by the thorncap mushrooms become them aggressively.
Festering Wounds if left unattended.
8. Foghair Mold - This rare denizen of the
jungle grows high in the canopy, releasing
a cloying fog of spores that cause the area
to be Lightly Obscured. The first time a
creature moves through this fog, it must
make a DC 14 Charisma Saving Throw. On
a failure, it is afflicted with a form of Long-
Term Madness. It makes all Intelligence,
Wisdom, and Charisma ability checks and
saving throws with Disadvantage while
in the cloud of spores and for one hour
thereafter. On a success, the creature is
immune from the effects of Foghair Mold
for 24 hours.
9. Redspire Polypore - A carnivorous fungus,
these crimson, thorn-covered growths
twist and tangle around areas of foot
traffic in the jungle. They have the ability
to modify the color of their gills which furl
up as camouflage, cloaking them among
the browns and greys of the jungle dirt.
When a creature gets close enough, the
mycelium triggers the fungus to eject tiny
frilled fruits filled with reproductive spores.
These fruits stick into a nearby creature’s
flesh with small hooked barbs so that
the creature might carry the fruit across
the jungle and allow the propagation of
the species. The Redspire Polypore acts
on Initiative Counts 20 and 10. On each
turn, it makes 3 ranged weapon attacks
with its hooked barbs. These barbs have
a +3 to hit, and on a Hit, a creature takes
(2d10) piercing damage, and a red fruit
pod is deeply embedded in exposed
skin. A character must make a DC 14 WIS
(Medicine) check to remove the barbs
from the skin without inflicting greater
damage. On a failure, the affected creature
takes another (2d4) slashing damage as
the pod is removed. Regardless of whether
the barbs are removed without the extra
damage, the wounds left in their place are
86 TROPICAL JUNGLES
VINE WALLS
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD jungle surroundings. However, many small creatures
“NATURAL CORDAGE” likely call this natural structure home. Making your
Vine walls are found in untamed wild jungles. way through forcibly could result in irreparable
When the lower echelon of shrubbery and trees damage to this ecosystem and might even prompt
in a patch of fertile soil receives less and less retaliation by the organisms who live here.
light because of the thick canopy overhead, it
may begin to give way to creepers and vines. PLAYER ACTION OPPORTUNITY
These vines throw themselves around the “ONWARD, OR UPWARD?”
branches and trunks of larger trees. As might
be expected, some vines will die off, forcing The characters may get past the wall by going
newer vines to grow around them, creating over, around, or through:
an ever-thickening wall of plant life. Over a
period of years, this process can create a mass • The wall is (2d100+30) feet tall. It can be
of both living and dead vegetation, which can climbed without specialty climbing gear.
become a nearly impassable barrier.
• The party will be forced to travel (1d4+1)
Characters who stand before a seemingly hours to navigate through the dense
impenetrable wall that stretches into the jungle will jungle to walk around the wall.
naturally wonder what is on the other side. The
wall could easily conceal anything from a long-lost • The wall is (1d100+30) feet thick. Details
temple to a hag’s den. A dark wizard or evil druid on penetrating the wall are provided
seeking isolation could grow a vine wall magically below.
or over the course of time, hiding themselves and
their uniquely accumulated knowledge away from MECHANICAL RESOLUTION
the rest of the world. The vine walls themselves
may house small creatures: an ecosystem of bugs, OVER THE WALL - (Altered Version of Expanded
rodents, and other critters. Climbing Mechanics)
• Climber’s kits and pitons may not be
The ecology of a vine wall can be diverse
and complicated. Those versed in Herbalism effectively attached to the plant matter
or proficient with Woodcarver’s Tools in the wall, so ropes are of no particular
have Advantage on the following checks assistance. Any climber may ascend or
to identify the finer details of the vine wall. descend 50 feet with a successful DC 13
Characters proficient in Nature, Survival, STR (Athletics) check.
Perception, or Investigation skills can make
checks to determine the best ways to handle • On a failure, the climber loses a hand
the massive ecosystem safely. or foot hold and slips. Once a slip has
occurred, the climber must succeed on a
NEXT-LEVEL DESCRIPTION DC 15 Dexterity saving throw or fall from
“SHALL WE CLIMB?” the climbing surface. If not secured by
Passive Perception: Before you lies a black wall any other means, a climber who fails this
of entangled vines that stretches across your path in saving throw falls toward the hard ground
both directions. The vines twist around nearby trees below. Other members of the party may
and create a thick barrier from the jungle floor all the be given an opportunity to use a Reaction
way up to the canopy. if one is available, and if they are within
range, when a creature falls. If the fallen
DC 12 INT (Investigation) or Higher: It’s hard climber hits the ground, he or she takes
to determine how far this wall of vegetation may (1d6) Bludgeoning damage per 10 feet
extend into the surrounding jungle, but you can see fallen and suffers the injuries mentioned
that it is made up of a mixture of dead and living in the Expanded Climbing System
vegetation. It appears that actively growing vines detailed in the introduction.
have encased a layer of dead and decaying plant
matter within. Gently probing the wall also reveals
that it seems to be home to a large number of jungle
insects and arachnids.
DC 16 WIS (Survival) or DC 16 INT (Nature)
or Higher: Dead plant matter is typically easier to
burn than living plants, and there’s enough decaying
plant matter here to create ignition, even in the damp
TROPICAL JUNGLES 87
THROUGH THE WALL ROLL 1d8 SWARMS THAT EMERGE
TO ATTACK THE PARTY
• The party may attempt to cut or bludgeon 1 3 swarms of bees and 3
their way through the wall, however, it is swarms of wasps
incredibly difficult as many of the still living 2
vines are old and thick. The vine wall has 3 swarms of centipedes
an AC of 13, each 5-foot cube has 20 HP, 3 and 3 swarms of spiders
and it is Resistant to non-magical Slashing 4
and Bludgeoning damage. It is immune to 5 2 swarms of bees
all Piercing damage, magical or not. The 6 2 swarms of wasps
wall is Vulnerable to Fire damage. 7 2 swarms of centipedes
8 2 swarms of spiders
• As such, any Fire damage applied to the 1 swarm of bees
wall will also ignite an active flame that 1 swarm of spiders
can spread quickly through the entire
barrier. After it has been ignited, the Vine
Wall burns uncontrollably and unleashes
the creatures mentioned in the table to
the right. The entire wall is reduced to
smoldering ashes in a number of rounds
equal to (Thickness x Height)/100. There
is a risk that this tactic could lead to a
Forest Fire encounter, as detailed on page
148.
• A creature with the ability to use Speak
With Plants could ask the living vines to
create a passable tunnel through the wall.
The CHA (Persuasion) check required to
accomplish this is a DC 12.
If the party is aggressive in their attempts
to get through the wall, they may encounter
multiple swarms of insects. Each time the vine
wall takes 20 points of damage, roll (1d8)
on the table below to see what creatures
emerge. If the wall is actively burning, roll
(1d8) each round to release new swarms.
88 TROPICAL JUNGLES
CENOTE
Player Difficulty Rating: |Mechanical Complexity Rating:
NARRATIVE THREAD have worn away the rock, causing the clearing
“PEERING INTO THE BOWELS to be unstable ground.
OF THE EARTH”
These underground limestone caves vary in DC 18 INT (Investigation) or Higher:
size and are typically found in the jungles The humidity slightly increases in the already
of the world. Many are nothing more than a sodden air. Bending down you notice several
narrow tunnel, some are vast and deep open tracks from the local wildlife and they all
pits, and others cannot be seen from the completely avoid the clearing. The ground at
surface at all. Invariably they contain fresh the edge of the clearing is porous and slightly
water and are perhaps the only source of crumbles when you press a finger against it.
fresh water for miles around. Ancient jungle
civilizations have risen and fallen based on PLAYER ACTION OPPORTUNITY
the health of a nearby cenote. “TRY NOT TO FALL BEHIND”
Establish a clear marching order for the party,
Cenotes are also incredibly dangerous. as the characters in front are particularly at
Characters may not even realize that they are risk. A party that spots the cenote may choose
standing on one until their weight breaks the to go around it and may encounter (1d4-1)
fragile dome and they fall dozens, or hundreds smaller and more obscured cenote entrances
of feet to the clear, dark water below. The as they try to avoid the larger cenote.
interior walls are often sheer and sloped The top of the dome below hasn’t yet fallen
inwards towards the top making climbing in, but it is very thin and weak. Perhaps its
up the sides of a cenote nearly impossible ceiling may even have a few sizable holes in
without climbing equipment. Disorienting it. No trees grow on the top of the weakened
subterranean structures, lack of light and fresh ceiling, but ferns and other smaller plants
air, and the potential for unknown horrors in may obscure the openings. A medium or
its depths makes a cenote a potentially deadly larger creature moving across the ceiling of
place to explore. the cenote will easily break through it and fall
into the depths.
Cenotes are sacred places where it is said the dead Allow players to state any special preparations
travel the afterlife. Sacrifices made at a cenote are that their characters are making as they move
seen as being directly transmitted to the gods. Food, through the area. Belaying one another with
goods, crafts, and people, both willing and unwilling, ropes and spreading out to more equally
have been cast into cenotes to appeal to the gods distribute weight are valid strategies.
for rain, fair weather, fortune, or power. These awe-
inspiring locations can serve your story as an unseen MECHANICAL RESOLUTION
risk during a chase scenario, as an entrance to the “WHERE DID HE GO?”
underworld, or as the lair of a legendary monster. • The circular clearing above the cenote has
NEXT-LEVEL DESCRIPTION a radius of (1d100 + 50 feet).
“THIS DOESN’T FEEL RIGHT AT ALL” • If the party fails to discover a cenote
Passive Perception: You come to a very large,
almost perfectly circular clearing in the thick entrance, the first character(s) in the
jungle undergrowth, which seems very odd. marching order must make a DC 15
There aren’t even stumps where trees might Dexterity Saving Throw or fall into the
have grown - only a few small ferns. cenote as the fragile roof collapses. On a
success, the falling character manages to
DC 15 INT (Nature) or Higher: It’s clear that catch the edge, delaying a fall. However,
something is preventing large trees from if the party was moving at a fast pace, or
growing in the clearing, and the trees on the was otherwise being reckless with their
outskirts of this area are different from what movements, the first character(s) in the
you’ve seen elsewhere in the jungle. Their marching order make this saving throw
roots are thicker and less spread out,and they at Disadvantage, and the next closest
seem to get their water from sources nearer character(s) in the marching order must
to the surface. also make a DC 15 Dexterity Saving Throw
to avoid falling into the cenote.
DC 18 INT (Nature) or Higher: Judging by • Any sudden movements or any additional
the composition of the soil, the average weight that is added to the unstable area
rainfall this part of the world receives, and the where a character has already broken
relief of the surrounding land, there is likely through the ceiling will lead to a total
an underground water source somewhere far
below the clearing. The moisture within may
TROPICAL JUNGLES 89
collapse. If this collapse occurs, all creatures in the area of the clearing fall into the deep
water below.
• The water at the bottom of the cenote is (3d10 x 5) feet below the ceiling and is half as
deep. Calculate the falling damage as you normally would (1d6 bludgeoning per 10 feet
fallen), as a fall from this height is still quite dangerous. A character who is attempting to
dive gracefully into the deep water below may avoid half of the calculated bludgeoning
damage with a successful DC 15 DEX (Acrobatics) check. Spells like Feather Fall completely
negate this damage.
• A submerged creature must make a swim check in order to get back to the surface of
the deep pool at the bottom of the cenote - See the Expanded Swimming System in the
Introduction.
• Climbing In and Out
If the players have enough rope, and they are starting from the ceiling of the cenote, getting
in is rather straightforward. However, the walls of a cenote are sheer, and often angle inwards
the whole way up to the top. Climbing this sort of surface is nearly impossible without a
climber’s kit or magical assistance. Any creature attempting to free-hand climb (i.e. without
climbing gear or magical assistance) the inside wall of a cenote must make a DC 15 STR
(Athletics) check for the first 20 feet of climbing or fall into the water below. This DC
increases by 1 for each additional 20 feet traveled towards the top as the walls get more
severely sloped inwards, and thus harder to climb, the higher you go. Similarly, the DC
decreases by 1 as a creature free-hand climbs down starting with a DC equal to 15 + (depth
of cenote / 20).
• The deep pool at the bottom of the cenote may lead to an important adventure location.
The Flooded Passage Encounter can be used for further exploration.
90 TROPICAL JUNGLES