A complete D&D 5e random encounter table for desert scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a desert, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Desert encounter table
d100 = 1
D10=1:A group of robbers are surrounding an elderly person, demanding that they turn over their money.
D10=2:A seer, resting atop a heap of failed prophecies, provides startlingly accurate but hilariously contextual fortunes for a small fee.
D10=3:You notice a desert flower growing heartily amidst the sands around some odd, enchanted geometry; mathemagical brilliance or divine horticulture?
D10=4:A series of ancient wind wells cut across their path. Listening keenly might reveal the mundane histories of brothers and long-dead fortune miners roaming far through aligned realms.
D10=5:The players come across a group of birds playing a desert version of "cardinals."
D10=6:A group of bandits are riding horses. They are going to a nearby town to rob it.
D10=7:The ground trembles lightly with distant, rhythmic pulses. Investigating leads to hidden excavation sites where the earth itself produces rare, potent crystals.
D10=8:A lowly merchant offers to trade strange and rare items, but his goods are enchanted to bind the user’s soul to an ancient desert deity’s will.
D10=9:A man is sitting on the side of the road, holding a wooden bowl and asking for food. If the party gives him some food, he will attack them with magic.
D10=10:A group of women approach the party. They are dressed in colorful robes and have heavily painted faces. The leader is a middle-aged woman. They ask the party to find their lost child. The child was lost when they were out gathering food. They will offer a reward.
d100 = 2
D10=1:The players come across an enormous set of stone gates guarded by a sphinx who offers a riddle. Twist: The answer to the riddle determines not just their passage, but also subtly changes an aspect of their physical form or abilities.
D10=2:An old abandoned temple in the sand once worshipped by worshipers of a now-forgotten deity, guarded by an ageless sphinx who asks no questions.
D10=3:Obsidian shards lie scattered. These remnants of a volcanic past house minor fire elementals that may either bless or burn.
D10=4:They find a rusty sword sticking out of an airless dune, whispering ancient warrior’s secrets to anyone brave enough to touch it, complicating the moral choice between a potentially cursed treasure or leaving well alone.
D10=5:A crystal clear night under a canopy of stars, viewing constellations and celestial phenomena rarely visible elsewhere due to the clarity of the desert skies.
D10=6:Lured into a vibrant oasis, the group is faced with poisonous waters and predatory plants. They must identify the threats and use collective knowledge to purify the water and survive.
D10=7:The party sees six large birds flying in formation. The birds are carrying with them the body of a human.
D10=8:A scorpion holding a sign: "Feeling stung? Tell me your tail!"
D10=9:You come across a caravan of nomads who are preparing a funeral pyre. They mourn the loss of their leader and sing haunting songs. They may need help and offer rare herbs and intriguing secrets in return.
D10=10:Cresting a dune, the party observes distant silhouettes of three tall obelisks. As they approach, they find a group of geologists studying ancient glyphs. The lead researcher asks for help deciphering a particularly complex phrase in exchange for directions to an oasis.
d100 = 3
D10=1:The clinking remains of shattered golem warriors.
D10=2:The players come across a group of men who are digging a grave. When the players approach, they will say, 'We're burying our brother.' If the players ask, they will say their brother was killed by a group of thieves who stole his treasure.
D10=3:A cactus knight offering a "Prickly Peace Pact."
D10=4:Players come across a group of draconians engaged in a heated battle. If the players intervene, they may be able to turn the tide of the battle.
D10=5:A loud cracking boom leaves the characters facing a long valley that was recently a safe crossing, now a gaping crevasse thanks to magical or geological mischief.
D10=6:Players see a group of powerful warriors on horseback. These warriors are in search of a powerful artifact and will stop at nothing to find it.
D10=7:A small oasis has been discovered by some travelers. It is rumored to be filled with magical healing waters.
D10=8:The party sees a woman who is sitting beside the road. She is crying and she is holding a baby. She will ask the party to help her find her lost child. The child is hiding in the bushes nearby.
D10=9:A pack of jackalweres hunting near an ancient ruin.
D10=10:An enormous footprint left by a long-gone dragon serves as a clear reminder of its territory.
d100 = 4
D10=1:A relentless sunburned nomad insists he saw a fat merchant cart riding a very confused elephant but refuses to elaborate, leaving you with a moral quandary of seeking or ignoring.
D10=2:A group of 1d100 skeletons are traveling through the desert. They are transporting a cart full of bones. They are led by a skeleton named Bones, who will fight to the death.
D10=3:You come across a monument to a long-forgotten hero, complete with enchanted statues that come to life and challenge you to duels or tests of wisdom.
D10=4:Players come across a large, wooden statue of a man. It's holding a sword. If the players bring a gold coin to the mouth of the statue, it will come alive and attack them.
D10=5:You see glittering shards of glass embedded in the sands. These "desert diamonds" are beautiful but buried within them are fierce rock worms.
D10=6:Torn pages of a scroll talk about ancient dragon rituals, but no dragons are nearby.
D10=7:Scarred palm trees tell tales of an herbivorous dragon’s moonlight grazing.
D10=8:Players find an abandoned fishing net in the sand. Stranger still, it sways as though underwater. Mundane scrutiny exposes it hailing from an order tracking both empirical tides and ancient desert floods.
D10=9:A group of nomads are wandering through the desert, and will trade items with players if they can solve a riddle.
D10=10:They stumble upon an entire mirage village complete with illusory villagers. Twist: Each villager's actions seem orchestrated to lead the players to a specific outcome, hinted through fleeting glimpses of true history.
d100 = 5
D10=1:A group of bandits are attacking a caravan. The leader of the bandit gang is a half-orc named Grish who wants to be a wizard but is not very good at magic. He might try to cast a spell on the party, but it will backfire and create a minor problem for the party instead.
D10=2:A light, sweet scent lingers in the air, left behind by an invisible fey spirit.
D10=3:A sudden stop reveals a hive of aggressive bees hidden in the desert rock, producing sweet honey that could both heal and serve as powerful trade goods.
D10=4:The players come across a group of nomadic warriors who are training for battle in the desert.
D10=5:Dust devils swirl across the sands. One kicks up scattered parchment pages describing vaults filled with untold riches lying just beneath the desert.
D10=6:Warm, flickering lights outline the vague contour of a resting salamander spirit.
D10=7:A desert squirrel hands out "Nut-ritious Recipes for Survival."
D10=8:Bumping into a lizard selling "Sunscreen for Sale: No More Desert Burns!"
D10=9:You find a group of nomad barbarians looking for a fight. They will challenge the players to a duel for the right to pass through their land.
D10=10:Giant claw marks scar the dunes, hinting at the passage of an ancient dragon.
d100 = 6
D10=1:Players come across an oasis. It has a large, marble statue in the middle of it. The statue is of a man with the head of a snake. If players bring the statue a sacrifice, they will be granted three wishes by the serpent god.
D10=2:A bustling, noisy bazaar claimed every month briefly blooms under the harsh desert sun, hinting at an intermingling of distant cultures far from cities.
D10=3:The players come across a strange stone circle in the middle of the desert. Inside, they find an ancient relic and a powerful magical guardian that will offer rewards in exchange for completing tasks.
D10=4:The distant peaks of a mountain range appear on the horizon.
D10=5:A glowing cactus grove appears just before a powerful sandstorm strikes. Twist: The cacti emit a faint, calming field that dispels illusions and reveals hidden truths when their juice is imbibed.
D10=6:While walking through the desert, the players come across a strange creature made of sand. The creature is a powerful sand golem, and it is attacking anyone who comes close to it.
D10=7:The winds reveal an ancient malachite amulet shaped like a serpent, hinting at ancestral worship practices that predate modernity and cultures.
D10=8:The players discover an old temple hidden beneath the sand. It is the resting place of a long forgotten deity, and a powerful relic can be found within.
D10=9:The players encounter a group of bandits in the desert who are looking for a magical artifact that they believe is buried nearby.
D10=10:A small temple has been uncovered in the desert. It contains ancient artifacts and treasures.
D10=2:The faint, sweet scent of blooming desert roses draws you to a lush crater. Lurking beneath, however, are venomous flora and a serene, deadly beauty.
D10=3:An unusually coherent sandstorm recounts the history of a buried city, but you must decipher its grainy voice amidst the winds.
D10=4:Stumbling upon an eerie, desert-themed puppet show mid-performance, the party uncovers a group of bards blending folklore with recent events.
D10=5:A mirage appears so real the party almost steps into a pitfall trap disguised by its illusions. Old bones hint at the fate of those who failed to see through the trick.
D10=6:They encounter a stupendously large scorpion, an intimidation to local traffickers, somehow both nuisance control and local oddity magnified.
D10=7:A group of 1d4 bandits have set up camp near an oasis. They will attack anyone who gets too close to their camp.
D10=8:A Roman legionnaire outpost long-abandoned has become a haven for travelers. The sandstone walls, marked with Latin inscriptions, offer cool refuge from the blistering sun, where spirits of the long-gone soldiers seem to still march.
D10=9:The party comes across an old man walking in the desert. He is a hermit and will offer them a strange riddle. If they answer it correctly, he will offer them a magical item.
D10=10:The party stumbles upon an old abandoned caravan filled with treasure.
d100 = 8
D10=1:A group of talking cacti, enchanted long ago by a bored druid, provide dubious advice and hilarious anecdotes. One of them knows a hidden shortcut through the desert.
D10=2:The party finds a well-worn path through the dunes, seemingly out of place. The path leads to an abandoned campsite, where signs of a hasty departure hint at an unknown danger. The remnants tell a tale of paranoia and betrayal among its previous occupants.
D10=3:Players come across a strange temple in the middle of the desert. As they investigate, they will find that the temple is actually an ancient prison for powerful demons.
D10=4:A group of men are seen standing together, talking. They seem to be debating something. One of the men shouts 'We have to do something!' The others shout 'No! We have to do nothing!' One of the men turns to the players and says 'We're trying to decide if we should do something, or do nothing.' The man then turns back and shouts 'We have to do something!'
D10=5:They find an area littered with the bones of many travelers. Nearby, a lone camel, seemingly well-fed and calm, stands without tether. It’s not what it seems—it's a shape-shifting creature leading the unwary into the deeper desert.
D10=6:Players come across a group of draconians engaged in a heated battle. If the players intervene, they may be able to turn the tide of the battle.
D10=7:Passing through desert fort ruins with windows aligned towards basic stars plotted simply map tales of converging postures – threading simpler kingdoms.
D10=8:Players come across an old hermit who is trying to unlock the secrets of a powerful artifact. If the players can help him, he will reward them with knowledge.
D10=9:A horde of 4d6 giant scorpions emerges from the dunes, aggressively defending their territory. The group must coordinate their attacks and use tactics to avoid venomous stings.
D10=10:You come across a monument to a long-forgotten hero, complete with enchanted statues that come to life and challenge you to duels or tests of wisdom.
d100 = 9
D10=1:Players find a group of halflings who are trying to keep a dragon from destroying their village. The dragon has been terrorizing the village for months, and it has finally decided to attack and kill everyone in the village.
D10=2:Beneath the night’s cold embrace, a caravan of celestial beings, the Asmarai, descend to the desert. They claim the desert is a nexus to the realm of dreams.
D10=3:Trudging through blinding sands, the players find a musician playing sorrowful tunes surrounded by graves marked with broken instruments. He seeks a final concert in his death knell, postponing encounters with 2d4 desert golems driven to silence his music forever. The encounter allows moments of poetic peace and tragic recognition.
D10=4:A sandstorm clears, revealing a "Mirage Music Festival."
D10=5:Strange tales emanate direct implying relics subterraneous met annexes commission spectral extrapolative commerce connoting various anomalies possibly unyielding precautions coined infinite remembrance.
D10=6:The players discover a hidden grotto, its entrance covered by creeping vines. Inside, bioluminescent fungi cast a soft, ethereal glow, and the temperature is refreshingly cool.
D10=7:A crystalline spring bubbling from a dragon’s resting spot.
D10=8:A group of nomads are in search of a powerful artifact that is said to be hidden in the desert.
D10=9:Ambient whispers of old caravan hauls suggest systemic corruption—a chain broken retraced reveals traces of dignitaries lost in rebellion tangled in desert diplomacy with hints of newfound unity striving in secrecy.
D10=10:The players meet a sand artist signing autographs, "Live, Laugh, Sand!"
d100 = 10
D10=1:A wyvern nest atop a distant mesa.
D10=2:A shimmering scimitar half-buried in the sand calls out telepathically to whoever approaches, but it comes with a dark curse hungering for the soul of its wielder.
D10=3:The howl of a lone coyote echoes in the distance.
D10=4:Players encounter a vast, intricate network of tunnels beneath the dunes home to giant predatory insects. Twist: An intelligent queen insect offers a pact that provides resources but binds them to her hive’s spiritual wellbeing.
D10=5:A roadrunner challenges the players to a "Fast Feet Duel."
D10=6:As the party travels through the desert, they come across a large stone circle that appears to be some sort of ritual site. In the center of the circle is an ancient relic that has been forgotten for many centuries.
D10=7:An oasis with 1d6+3 palm trees grows in a small depression. There are 1d100 lizards and 1 lizardman here, all of whom are hostile.
D10=8:The party sees a group of 10 Zan warriors. The Zan warriors are riding on horses. The Zan warriors are riding through the desert, scouting for caravans to attack. The Zan warriors see the party, and attack!
D10=9:The players find an ancient inscription: "Don't forget to hydr-8!"
D10=10:Stumbling upon an oasis, the adventurers see it overrun by a herd of camels. The beasts seem skittish and keep a wary distance, but they keep glancing towards a cluster of rocks where aggressive desert lizards recently feasted on their previous owner.
d100 = 11
D10=1:You find a group of nomads that worship a powerful creature that dwells at the bottom of a nearby lake. The creature will grant a reward to those who can appease it.
D10=2:A group of humans is walking across the desert. The humans are carrying boxes of gold, not knowing that a group of bandits are following them.
D10=3:You come across a caravan of nomads who are preparing a funeral pyre. They mourn the loss of their leader and sing haunting songs. They may need help and offer rare herbs and intriguing secrets in return.
D10=4:Sand-caked bones lie scattered around a long-forgotten battlefield. Amongst the wreckage, a brass amulet tells of an ancient dynasty and its fall.
D10=5:A golden beetle scuttling between their feet promising either wealth or ancient curses, depending on its capture and identification.
D10=6:A figure cloaked in shimmering cloths offers enigmatic riddles, each unveiling a path to riches or ruin, based solely on the choices made.
D10=7:A seemingly endless field of odd, unidentifiable bones predicts grim prospects for those who dare linger too long.
D10=8:A group of soldiers are marching toward the players. They are trying to catch up with a bandit raid that has been stealing from the king's supply wagons. The players can join in and help the soldiers catch the bandits or keep going.
D10=9:While crossing an immense, flat plateau, the players hear rhythmic drumming that gets louder as they advance. Twist: They find an abandoned city where the sands themselves pulse to the rhythm, attempting to enslave any who touch them.
D10=10:At dusk, stones etched with intricate maps point, outlining particular yet mundane trails trailing broader desert ambitions pursued through ancient motives.
d100 = 12
D10=1:A man and a woman are standing near the road with a cage full of birds that they are trying to sell to people who pass by. The birds are actually magical creatures that can transform into other things.
D10=2:Trudging through endless sands, the party feels the tremors of an approaching sandworm. The massive creature seeks water just as they do.
D10=3:A lost and frenzied explorer offers the party maps to a buried treasure while warning them of the colossal sand golem that guards it.
D10=4:They find the broken remnants of a wind-sculpted rock formation.
D10=5:The party finds evidence of an old campsite, long abandoned.
D10=6:A toppled statue of an efreeti general.
D10=7:A group of merchants riding mules approach you and ask you if you've seen anyone wandering along this road recently. They're looking for their mule which escaped during a tempest several hours ago and hasn't returned yet. If anyone spots it and brings it back safely, they'll reward you with 10 silver pieces each!
D10=8:Shimmering cacti sometimes caught on fire, hinting at a fiery elemental’s occasional rest stop.
D10=9:The players meet a mysterious old man in the desert who tells them about a lost city filled with treasure and secrets. If they can find it, they will be rewarded with one of its magical artifacts.
D10=10:A dervish of bones twirls in a frenzied dance, animated by ancient, forbidden magic. The creature guards an entrance to an underground necropolis.
d100 = 13
D10=1:A group of 3 Zan scouts are sitting outside their tents, playing a game of cards. The cards are made of wood and bone. The three Zan scouts are sitting near a small campfire, cooking a small meal of dried meat. If the party approaches them, they will ask them for food or water. If the party provides them with food or water, they will tell them about the Zan and how they were captured by them and only managed to escape by stealing a Zan horse.
D10=2:Discovering "Sand-Sational Sunhats" for sale.
D10=3:A group of 2d6+2 humans are traveling to a nearby city. They are carrying bronze weapons and bronze shields. They are hoping to make a lot of money and then return home. They are suspicious of anyone they meet. They are on their way to sell their slaves.
D10=4:A thin layer of hoarfrost surprises them in the morning chill.
D10=5:The players see a group of men riding camels across the desert. The men are carrying boxes of gold, not knowing that a group of nomads is following them.
D10=6:A man approaches the party and asks them to help him with a problem. His wife is possessed by an evil spirit. He will give the party a map to the location of the spirit's tomb. He asks them to kill the spirit. His wife will be grateful to the party if they free her from the spirit's control.
D10=7:The party is caught in bright flashes of exploding rocks—a geological phenomenon. Local legends interpret these as territorial markers of ancient, roaming deities.
D10=8:A group of 2d6+2 bandits approach the players. They want to rob the players.
D10=9:A group of bandits are attacking a village. They are trying to steal as much treasure as possible.
D10=10:A group of mummies is slowly marching across the desert. They are heading towards an unknown destination.
d100 = 14
D10=1:Sand dunes collapse, revealing an idol of a forgotten deity known for granting short-lived, yet potent, blessings.
D10=2:A woman is selling roast chicken and other foods along the pathway. She says that she is actually a powerful wizard in disguise who is trying to test the people who come to her for her goods.
D10=3:A lone, hardy flower defiantly blooms among the desert rocks.
D10=4:The players encounter "Desert Dancers: Have a Bow."
D10=5:You chance upon an overgrown patch of cacti with hollowed-out centers. Surprisingly cool inside, these tiny oases are homes to desert-hobbits crafting desert wine.
D10=6:An enchanted mirage portal appears, leading to a hazardous, puzzle-laden demi-plane. Only by working as a cohesive unit can the group navigate the dangers and return to their world.
D10=7:The melodious call of a rare sandwhistler bird beckons, suggesting a nearby water resource—or a hazardous mirage protected by unruly locals.
D10=8:A lone sphinx resting atop a weathered rock.
D10=9:Late at night, shadowy figures lurk near the horizon. Upon approach, they reveal themselves to be lost souls seeking passage to the underworld, confused and harmless.
D10=10:You hear a distant roars in an old ruin of an ancient civilization. If investigated, players can find a giant scorpion ready to attack.
d100 = 15
D10=1:A group of men riding camels approach the players. The men are merchants, and they are looking for a safe place to rest for the night. They are willing to trade for some of the players' supplies.
D10=2:An eerie chimera roams in the distance but seems to vanish when approached.
D10=3:A shadow on the horizon becomes a lone shepherd with a flock of long-haired goats. He offers you salted camel milk and stories of past Bedouin chiefs who once ruled these lands.
D10=4:Discovering "Sand-Sational Sunhats" for sale.
D10=5:A group of evil cultists are sacrificing a human in front of a statue of a demon god. They will attack the party if they try to stop them.
D10=6:The players come across a group of 2d4+2 desert rats who are looking for food. They will rush the players if they don't offer to feed them.
D10=7:You find a strange portal in the desert that leads to a mysterious realm filled with powerful creatures and magical artifacts.
D10=8:Finding a mysterious "Sandcastle Insurance Company" flyer.
D10=9:At the foot of a vast dune, the remnants of an ancient wagon train lay half-buried in the sand. It appears to be scavenged by two to three vultures, which squawk alarmingly, revealing a trapped traveler beneath one of the wrecks.
D10=10:The characteristic call of a desert owl can be heard as night falls.
d100 = 16
D10=1:You cross the remains of an ancient road that's intermittently interrupted by sand dunes. Following it might uncover history best left unremembered or a hidden shortcut to safety.
D10=2:A hopeful daughter offers an irresistible 'trade' for exotic information on her family’s labyrinthine struggles amongst dwarven collectives.
D10=3:Three men approach the party and offer to sell them some horses. The men offer three horses for 1,000 gold pieces. The horses are actually wild horses that the men have been keeping in hiding in a nearby cave until they can sell them to someone.
D10=4:The players discover an ancient temple, hidden by a powerful magical barrier. If they can find the key to unlocking the barrier, they will find great treasures inside.
D10=5:Four giraffes walk by, munching on shrubs and bushes.
D10=6:The players come across a group of 2d6+4 soldiers who are laying in wait for a caravan to pass. They will attack the players and enemy soldiers.
D10=7:The shifting sands reveal a half-buried instrument capable of summoning a sandstorm if played correctly, an invitation to musical curiosity or doom.
D10=8:A small, dry riverbed weaves through the sand.
D10=9:A distant dust cloud suggests something moving rapidly through the desert.
D10=10:A light haze on the horizon suggests water, but it's just a trick of the light.
d100 = 17
D10=1:While walking through the desert, the players come across an old structure made of metal and stone. It is an abandoned fortress filled with powerful artifacts and dangers.
D10=2:A group of nomads are riding through the desert on their way to a new home. They will ask players for directions to the nearest town.
D10=3:A band of kobolds is seen worshipping a petrified skeleton of an ancient wyrm.
D10=4:Finding a dune with "Sand-tastic views" inscribed.
D10=5:A burst of desert blooms manifests unexpectedly, concealing the sharp shells of bursting seeds. They carry potential harm but hint at a skilled gardener’s work.
D10=6:A group of men riding camels approach the players. The men are merchants, and they are looking for a safe place to rest for the night. They are willing to trade for some of the players' supplies.
D10=7:Low growls and the instinctive feeling of being watched persist as the sun sets. Scorpions with glowing tails emerge from the sands, seemingly environmental guardians triggered by an unknown, mundane trigger written in an old fable.
D10=8:Traveling under the scorching sun, the party meets an old hermit wrapped in desert garb. Acting as a subtle guide, he offers cryptic advice about an impending dust storm that could reveal—or bury—an ancient artifact.
D10=9:Near a cluster of oasis, the party comes across a small camp of nomadic tribesmen. If the players approach peacefully, the tribesmen will accept them with open arms and treat them with hospitality.
D10=10:A group of men approach the party and ask for help finding their lost camel.
d100 = 18
D10=1:You spot a mirage of a large city in the distance, and when you approach, it turns out to be an illusion created by a powerful wizard who demands a toll if players wish to pass.
D10=2:In the scorching sunlight, they hear the story of the sand witch who supposedly cursed trespassers but who was more likely just protecting her herbal tea's secret recipe.
D10=3:The faint glow of an imprisoned will-o'-wisp.
D10=4:A sandstorm is sweeping through the desert, stirring up an army of skeletons and mummies.
D10=5:Players come across a small caravan, the merchants look like they were recently robbed. If players help the merchants, they will give them some goods at a discounted price. A group of 2d10 zombies attack the players.
D10=6:The players encounter a lone camel rider who offers them water and shade under his tent. He shares tales of a forgotten city buried beneath the desert. Twist: After the players leave, they realize he cast no shadow and find his tent and camel vanished without a trace.
D10=7:An enormous rattlesnake sunbathing on a rock formation seems to be guarding a hidden stash. It may be treasure, or something far more sinister, like a nest of even larger, magical snakes.
D10=8:A group of bandits has taken control of a nearby oasis, and are using it as their base. They will attack anyone who comes close.
D10=9:A young child appears seemingly out of nowhere, claiming to be a royal heir to an ancient desert kingdom. Twist: They're a shape-shifting trickster testing the party’s morality for their enigmatic master.
D10=10:Stopping for rest, the party discovers vibrant desert flowers blooming around buried pottery. Each pot contains intricate paintings of bygone desert life.
d100 = 19
D10=1:Suspiciously shaped shadows hinting at a lurking yuan-ti.
D10=2:A solitary cactus stands up straight, its needle-like thorns sparkling under the sun.
D10=3:A man named Rufus approaches the party and offers to sell them some horses. He offers one horse for 500 gold pieces, or three horses for 1,000 gold pieces. The horses are actually wild horses that Rufus has been training on the sly. They are not very good horses and are difficult to control.
D10=4:A large boulder falls from the sky and crashes nearby.
D10=5:You find a strange portal in the desert that leads to a mysterious realm filled with powerful creatures and magical artifacts.
D10=6:A scattering of rare gems was thought lost from a dragon's hoard but reveals no dragon in sight.
D10=7:A group of 2d6 farmers are on their way to a nearby town to sell their harvest. They are carrying sacks of potatoes, carrots, and turnips.
D10=8:A cluster of peculiar mushrooms grows amidst the sand – within lie mundane roots tied to long forgotten gods and petty, trinket-level prophetic insights from who lived earlier.
D10=9:A group of 2d4 men are heading towards the mountain to dig out a lost tomb. They will ask the party to help them dig out the tomb. If the party does, they will be rewarded with a magic item from inside the tomb.
D10=10:The night brings a chill and the howls of desert jackals. They circle curiously, but the true danger lies in the hidden viper nest their movements reveal.
d100 = 20
D10=1:You encounter a group of nomads who are searching for a lost city in the desert, and will reward players who can help them find it.
D10=2:A young wizard has managed to transform his hawk into a living spellbook. He will try to hire the party to destroy the hawk.
D10=3:At night, an enigmatic stranger in full armor offers protection for the players to cross the desert safely. Twist: This protector is actually the spirit of a cursed knight, and freeing his spirit requires them to confront his ancient foes.
D10=4:Players come across a small, scorpion-like creature. If they help it get its young back from a nearby nest, it will give them a magic item.
D10=5:You come across a well with impossibly fresh water. Drinking from it grants temporary divine visions or even a brief audience with a desert deity.
D10=6:The players come across a large oasis filled with lush vegetation and strange creatures.
D10=7:A man approaches players, asking for help. He says he is a merchant from a nearby town. He was attacked by a group of bandits, and his merchandise was stolen. If players investigate, they will find his story to be true. If they help him, he will offer the party a 10% discount on everything in his shop.
D10=8:Mundane seashells lay, echoing distant waters where stored simple relics, merged with lives safeguarded along desert-bound wanderers signify meaning beyond.
D10=10:You see two people arguing with each other. One of them is wearing a bright green robe and the other one is wearing a bright red robe.
d100 = 21
D10=1:A troupe of travelling minstrels, rehearsed in the ways of troubadours and bards of old, entertain you with stories about the Epic of Gilgamesh, enhancing its legends under the moonlit sky.
D10=2:The players come across a diary labeled, "Sand Diary: All my shifting secrets."
D10=3:A group of sand pirates are attacking a merchant caravan. The players must figure out a way to help.
D10=4:A small, dry riverbed weaves through the sand.
D10=5:A crystalline dune catches your eye, momentarily blinding you. It reveals fragments of a newly upheaved treasure cache with spectral guardians.
D10=6:The players find a sunbathing lizard wearing tiny sunglasses. "Seize the day!" it waves.
D10=7:They find a battlefield frozen in time, warriors of sand and stone locked in combat. Twist: Disturbing any part of the scene resurrects the warriors as vengeful spirits demanding peace.
D10=8:A group of men riding camels approach the players. The men are merchants, and they are looking for a safe place to rest for the night. They are willing to trade for some of the players' supplies.
D10=9:The players come across a group of ghosts who are searching for something lost in the desert.
D10=10:The remains of a royal procession, weatherworn and bleached, reveal hints of an ancient and revered ruler who disappeared centuries ago.
d100 = 22
D10=1:The party comes across a small caravan of three wagons. The wagons are carrying a large treasure chest filled with gold coins, gems and jewels. The knights who are escorting the caravan are all dead. There are several large, bloody claw marks on the sides of the wagons. Players may or may not know that the claw marks were made by a giant named Gorog.
D10=2:The players find a city made of sandstone. It is abandoned. There is a plaque at its gate that says 'Welcome to the Eternal City of Sand.' More of these plaques can be found throughout the city.
D10=3:Amidst the dunes, a group of 3d6 bandits ambushes the players. After the fight, they discover that the bandit leader’s child is gravely ill, and raiding was their last hope for medicine. The players can choose to help the child, forging an unlikely alliance, or leave them to their fate, inviting future confrontations.
D10=4:They come across a peaceable and small herd of wild horses galloping across the sands, their untamed beauty a mesmerizing sight.
D10=5:The players encounter "Desert Dancers: Have a Bow."
D10=6:As dawn breaks, a mist covers the desert, hiding away deadly pit traps filled with venomous snakes. From within the mist, a chilling flute tune echoes, played by a bored hermit who might just know secrets worth trading for food.
D10=7:A man approaches the party and asks them to help him with a problem. His wife is possessed by an evil spirit. He will give the party a map to the location of the spirit's tomb. He asks them to kill the spirit. His wife will be grateful to the party if they free her from the spirit's control.
D10=8:At the base of an errant dune, enterprising merchants sell "desert blooms," elusive, colorful plants. Players must barter wisely as the blooms can serve as potent remedies or rare concoction components.
D10=9:The party sees a group of men being held as slaves by a group of barbarians. The barbarians demand a tribute of gold once a month.
D10=10:A grand tournament is being held at a sandy coliseum where the sun never sets. Participants from across the realm compete in trials testing both physical and magical prowess.
d100 = 23
D10=1:You see a group of men and women sitting around a camp fire, singing songs and telling stories. They are celebrating their victory over a nearby tribe of bandits who were terrorizing the local border towns.
D10=2:The trail they've been following forks into two equally perilous paths, leaving the party to decide which will result in fewer blisters and sunburns.
D10=3:You spot a mirage of a large city in the distance, and when you approach, it turns out to be an illusion created by a powerful wizard who demands a toll if players wish to pass.
D10=4:Players find strange metallic wreckage from a vessel clearly not of this world. Twist: Interference with the debris activates dormant portals leading to various locations, some friendly and some hostile.
D10=5:The PCs stumble upon a small, recently-abandoned camp with a hastily scrawled note warning of "2d4 giant, ravenous crickets," which would be more laughable if they hadn't heard the high-pitched chirping growing louder.
D10=6:A group of giants are marching across the desert, on their way to raid a nearby city.
D10=7:A cairn marking the resting place of a sarlac worm.
D10=8:A sandstorm clears to reveal a "Sand Sculpture Competition."
D10=9:Furrows in the landscape hint at the winsome, wandering nature of giant desert turtles, though not around.
D10=10:A group of men and women, all wearing black cloaks, are walking down the road, singing and laughing. If the party approaches, they will attack. They are actually a group of vampires.
d100 = 24
D10=1:Tremors shake the desert as a pack of basilisk lizards emerges. The group must use combined stealth and combat tactics to avoid their petrifying gaze and subdue these majestic creatures.
D10=2:Lizards attack. A group of 1d4+4 lizards attack. These lizards are poisonous and will attack the characters again 1d4 hours later. It's best to distract the players from this fact and get them to leave quickly.
D10=3:Lunar illusions cause seasoned wanderers difficult pacing recalculations – foreshadowing sly celestial mischief or technological sorcery.
D10=4:The ground parts to reveal steps leading to a hidden chamber where a Djinni awaits, bound by an ancient pact and offering one cryptic, potent boon.
D10=5:Four giraffes walk by, munching on shrubs and bushes.
D10=6:A lizard selling "Cooling Ice Cubes that Never Melt! (Disclaimer: Illusionary)"
D10=7:An oasis revealing half-submerged relics of a desert-drowned ziggurat, echoing the Tomb of Ur’s grandeur and the Sumerian civilization’s lost opulence.
D10=8:Stumbling upon a cactus family reunion, one cactus jokes, "We're just a thorn in your side!"
D10=9:Players find an intricately carved sandstone obelisk half-buried in the dunes. Touching the runes sends visions of a magnificent palace filled with riches. Twist: These riches are guarded by cursed spirits who recognize the player's faces and will start haunting them.
D10=10:An expanse of sharp, glinting crystals stretches before you. Carefully navigating them proves slow and frustrating.
d100 = 25
D10=1:A pair of strange and powerful creatures who call themselves the Desert Twins appear in the desert. They offer to grant a wish to those who can solve their magical riddle.
D10=2:An oasis revealing half-submerged relics of a desert-drowned ziggurat, echoing the Tomb of Ur’s grandeur and the Sumerian civilization’s lost opulence.
D10=3:Finding a dune buggy race titled, "Race the Sands!"
D10=4:The party sees a group of men and women. They are carrying sacks of grain. They are heading toward a nearby town.
D10=5:In the distance, the players can see a giant sandworm emerging from beneath the sand. The sandworm is heading towards a nearby village and will attack anyone who gets in its way.
D10=6:The sun rises, painting the sky in spectacular shades of pink and orange.
D10=7:A burst of desert blooms manifests unexpectedly, concealing the sharp shells of bursting seeds. They carry potential harm but hint at a skilled gardener’s work.
D10=8:A group of 3d6 renegade soldiers are looking for loot. They will attack anyone in their way.
D10=9:Players find themselves shadowed by a will-o'-the-wisp, persistently beckoning them away from their path to old ruins or shattered dreams.
D10=10:A group of bandits have set up an ambush in the area. They appear to be trying to lure people into it by pretending to need help with something.
d100 = 26
D10=1:In the distance, the players see a herd of gazelles grazing on the desert grass. If they approach, they will see that the herd is being led by a powerful magician.
D10=2:A group of 1d100 skeletons are traveling through the desert. They are transporting a cart full of bones. They are led by a skeleton named Bones, who will fight to the death.
D10=3:The players hear loud singing and laughing coming from a nearby cave. Inside the cave, a large dragon is sitting on a pile of gold and gems, laughing and singing at its own jokes and songs.
D10=4:A mischievous jackal-headed jinni plays harmless pranks, like tying shoelaces together or hiding waterskins.
D10=5:An oasis appears on the horizon, but upon closer inspection, it turns out to be a mirage.
D10=6:As the party is walking through the desert, they come across a strange stone monolith. The monolith is made of a strange, shimmering metal and radiates an aura of powerful magic.
D10=7:They find a perfect shade under a lone, ancient acacia tree. Resting under it is refreshing, but they later realize the tree is the home of a wise sphinx that challenges each who rests there to a riddle duel at nightfall.
D10=8:Players come across a small caravan, the merchants look like they were recently robbed. If players help the merchants, they will give them some goods at a discounted price.
D10=9:Players encounter a group of elemental beings combing the desert for a powerful artifact. Twist: The elementals believe the player possesses it and insist on a deadly duel to claim their supposed prize.
D10=10:A clumsy earth elemental invites you, somewhat innocently, to tea, its home a veritable museum of lost travelers' artefacts.
d100 = 27
D10=1:A sickly merchant claims to have been robbed by a pair of brown-skinned giants. He offers the party an old family heirloom as a reward for their assistance.
D10=2:The party finds a group of 2d6+2 soldiers from the local city-state. They are escorting a group of 2d6+2 prisoners to the city-state prisons.
D10=3:The shadow of a circling manticore over a bone-laden desert.
D10=4:A distant procession of monks, barefoot and grimacing yet determined to cross the desert without water, provides inspiration or sheer puzzlement.
D10=5:Constant, subtle vibrations hint at movements of a young sandworm, but none come near.
D10=6:An abandoned campsite, complete with fresh embers and warm food. The camp belongs to desert spirits who find humor in watching mortals consume their enchanted meals.
D10=7:An ancient hermit shares cryptic wisdoms and alchemical secrets in exchange for news of the outside world, offering potions and remedies in return.
D10=8:A pack of jackalweres hunting near an ancient ruin.
D10=9:Players come across a small, scorpion-like creature. It will attack the party if they don't help it get its young back from a nearby nest.
D10=10:From out of a mirage steps a caravan of merchants bearing relics from the great city of Babylon. They speak in hushed tones of ancient secrets as they lay out their wares: intricately woven rugs and clay tablets inscribed with cuneiform.
d100 = 28
D10=1:Shady patches form and collapse without reason, created by mischievous spirits who relish watching party members argue over what’s clearly just their imagination.
D10=2:A group of 2d8 men are heading towards the mountain to dig out a lost tomb. They will attack the party if they try to stop them from digging out the tomb.
D10=3:The party encounters a large sandworm burrowing through the sand. It will attack anyone who gets too close.
D10=4:A caravanserai, reminiscent of those used along the Silk Road, emerges from the horizon, filled with colored tents and the smell of spices. Merchants from distant lands greet you, offering rich tapestries and tales of their travels.
D10=5:A pack of wild horses is running across the desert. They are being chased by a pack of wolves.
D10=6:A group of charmed creatures are attacking the party. The charmed creatures are actually being controlled by a spellcaster who is hiding in another room.
D10=7:Sand dunes collapse, revealing an idol of a forgotten deity known for granting short-lived, yet potent, blessings.
D10=8:A mirage reveals an evocative griffon's shadow that disappears upon approach.
D10=9:They spot a distant caravan making its way across the dunes.
D10=10:Sparse patches of grass struggle to grow in the arid terrain.
d100 = 29
D10=1:A group of 4d8 humans who have been turned into ghouls by necromancers have been ordered to attack any comers...
D10=2:A mirage shows a caravan holding a parade, in which a chained sphinx walks solemnly.
D10=3:A cactus knight offering a "Prickly Peace Pact."
D10=4:You see a giant sandstorm approaching. Those who are caught up in it will experience visions of their past and future.
D10=5:A group of cultists are praying to their dark god. They will attack if players get too close.
D10=6:A faint trail of smoke suggests a distant fire or camp.
D10=7:Shifting sand dunes reveal glimpses of something buried long ago.
D10=8:A group of five knights are riding horses. The knights are escorting a large, golden chest filled with gold coins, gems and jewels. The knights are carrying swords and shields, but they don't appear to be ready for battle.
D10=9:An abandoned campsite with signs of a recent chimera raid.
D10=10:A burial mound, unmarked except for a single, golden feather lodged into the sand, speaks of a fallen celestial who is said to guard the region's treasures.
d100 = 30
D10=1:A pack of wild horses is running across the desert. They are being chased by a pack of wolves.
D10=2:An isolated oasis is guarded by a peaceful, meditating naga who offers cryptic wisdom.
D10=3:A half-ruined minaret stands alone among the dunes. Inside, aged frescoes tell the story of Ibn Battuta's journey across the deserts of Africa and Asia.
D10=4:The marks of celestial shards in simple charred dunes imbue small tales suggesting mundane ephemeral thoughts – so broad but mundane.
D10=5:A group of people are sitting around a campfire, telling stories and drinking wine. If the party approaches, they will invite them to come and drink with them. If they do, they will be attacked by a group of vampires.
D10=6:A group of nomads on camels are racing across the desert and pass by the players on the road. They shout at the players and ask them to join the race. If players do, they will be racing across the desert against other players. If they refuse, the nomads will become angry and chase after them. If they are caught, they will be forced into slavery by the nomads.
D10=7:The players come across a serene pool surrounded by palm trees, offering a refreshing break from the relentless heat and a chance to cool off.
D10=8:A brief oasis appears where sunlight beams reveal ancient runes, connected to a long-gone phoenix.
D10=9:The players come across a caravan of camels, led by an old man with a map. The old man will offer them a deal to join the caravan in exchange for their services.
D10=10:At the edge of a deep ravine, a small campsite hosts merchants selling rare, exotic spices from distant lands. They whisper of growing unrest in the capital.
d100 = 31
D10=1:Players see a group of powerful warriors on horseback. These warriors are in search of a powerful artifact and will stop at nothing to find it.
D10=2:A stunningly beautiful gemstone cactus blooms in front of them. Extracting the flower provides an invaluable resource, but disturbs the harmony of the desert, attracting predatory creatures.
D10=3:Stumbling upon a campfire, the flames shift and speak, forming faces and voices recalling ancient tales of heroism and warning about impending doom.
D10=4:The shadow of a lone circling vulture feels oddly judgmental, tracking your progress with far too much disdain.
D10=5:A patch of oddly shaped rocks form a makeshift maze. Navigating it could save time, yet also risk an encounter with territorial basilisks.
D10=6:An abandoned, wind-worn journal tells of a djinni granting wishes on peak high sands.
D10=7:In the distance, the players see a herd of gazelles grazing on the desert grass. If they approach, they will see that the herd is being led by a powerful magician.
D10=8:The skeletal remains of an ancient magi's steed.
D10=9:A lone vulture perches on a sign saying, "Free desert tours. No prey, no gain."
D10=1:An aged historian trapped in a once-great library now buried by sands offers long-lost knowledge in exchange for a promise to save the most precious volumes from 3d6 burrowing desert beasts. Deciding what knowledge is worth preserving uncovers the melancholic sweep of civilization's lost intellects and unending quest for meaning.
D10=2:Players come across a small, scorpion-like creature. It will ask the players to help it get its young back from a nearby nest.
D10=3:Players come across an old hermit who is trying to unlock the secrets of a powerful artifact. If the players can help him, he will reward them with knowledge.
D10=4:The players stumble upon an ancient crypt, filled with undead creatures. If they can survive, they will find powerful artifacts inside.
D10=5:At dusk, the team stumbles upon ruins of an ancient amphitheater where ghostly actors perform scenes from tragedies long forgotten. Twist: Anyone who interrupts the performance becomes part of the ghostly cast, trapped until the play ends.
D10=6:A group of talking cacti, enchanted long ago by a bored druid, provide dubious advice and hilarious anecdotes. One of them knows a hidden shortcut through the desert.
D10=7:A group of 2d6+2 goblins are scouting. They are looking for a place to set up an ambush.
D10=8:The vast expanse of the desert morphs into a cracked wasteland, where whispers of the past urge the party to uncover a hidden tomb marked by shifting sands.
D10=9:A solitary camel, up to its knees in sand, seems to be waiting for its master. Tracks suggest a long trek to a faraway oasis.
D10=10:Passing through desert fort ruins with windows aligned towards basic stars plotted simply map tales of converging postures – threading simpler kingdoms.
d100 = 33
D10=1:Encrypted mundane journals scattered have chronicled bereft journeys of spiritual insights well-versed through sunlighted combinations in broader cosmic trivialities.
D10=2:At dusk, the party discovers an ancient stone pillar etched with mysterious runes. Touching the stone causes a mild earthquake that unearths a sand-trapped cavern. Descending into the cavern reveals trickster spirits eager to play harmless but disturbing pranks.
D10=3:A group of 2d6 bandits are robbing a merchant caravan. The merchant caravan has 1d4+3 guards that are fighting back. The merchants have 1d6+3 wagons full of treasure and valuables. The wagons are heavily armored. The merchants will pay well if the players help them.
D10=4:The players find a city made of sandstone. It is abandoned. There is a plaque at its gate that says 'Welcome to the Eternal City of Sand.' More of these plaques can be found throughout the city.
D10=5:The players meet a powerful sultan who offers them a quest to retrieve a powerful artifact.
D10=6:Igneous rock formations crumble inexplicably into a fine, powdery substance with apparent healing applications.
D10=7:A particularly irritable camel man, who claims to be the brother of the legendary Vallegar the Vast, insists on bartering their supplies for a "magical" jug, which rather suspiciously resembles a repurposed pickle jar.
D10=8:A pack of 1d4 wild dogs is roaming the desert. They will attack anyone who gets too close to their den.
D10=9:A glistening oasis appears, offering water and fruit. Upon drinking and eating, the players feel rejuvenated. Twist: They find themselves transported back in time to an ancient version of the land, where they must solve a riddle to return.
D10=10:Players encounter a group of elemental beings combing the desert for a powerful artifact. Twist: The elementals believe the player possesses it and insist on a deadly duel to claim their supposed prize.
d100 = 34
D10=1:Tumbleweeds and dust. The players will spot a group of tumbleweeds rolling through the area. If they approach, the tumbleweeds will attack. They are actually a colony of rock lizards.
D10=2:A group of 1d4 giant spiders are hunting in the area. They will attack anyone who gets too close to them.
D10=3:A large, flat rock provides a brief respite from the sun's rays.
D10=4:A horde of 4d6 giant scorpions emerges from the dunes, aggressively defending their territory. The group must coordinate their attacks and use tactics to avoid venomous stings.
D10=5:The players come across a serene pool surrounded by palm trees, offering a refreshing break from the relentless heat and a chance to cool off.
D10=6:Discovering "Sand-Sational Sunhats" for sale.
D10=7:The relentless travel wears on. The group stumbles onto a thin man cloaked in ragged fineries, babbling about the “Valley of Voices.” Any offer of water can gain his service as a guide but inconsistency in behavior indicates a potential trap.
D10=8:A crystalline spring bubbling from a dragon’s resting spot.
D10=9:Lured into a vibrant oasis, the group is faced with poisonous waters and predatory plants. They must identify the threats and use collective knowledge to purify the water and survive.
D10=10:The wind carries the mournful song of a siren imprisoned in a ruined temple. She pleads for her release, promising to guide the players safely through the next leg of their journey. However, the temple is guarded by 2d4 giant scorpions and her freedom might unleash a greater evil upon the world.
d100 = 35
D10=1:A group of humans is walking across the desert, carrying boxes of gold. They are not sure what they will find when they get to their destination.
D10=2:An oasis appears on the horizon, but upon closer inspection, it turns out to be a mirage.
D10=3:The players come across a strange creature that appears to be half-man and half-beast. It has been living in the desert for many years, and is willing to offer rewards in exchange for help.
D10=4:The ground becomes unexpectedly rocky, making footing unsure.
D10=5:A merchant's wagon has broken down and he is stuck in the desert. His guards will ask for help, but he will not be too grateful when he learns that his wagon is filled with stolen goods.
D10=6:A stunningly beautiful gemstone cactus blooms in front of them. Extracting the flower provides an invaluable resource, but disturbs the harmony of the desert, attracting predatory creatures.
D10=7:A trickster jinni offers three ‘nonlethal’ wishes that somehow become vital moral dilemmas by the time the sun sets.
D10=8:A dust storm rolls in, and the party must find shelter behind a rocky outcrop where an old dwarf insists the rocks are cursed but doesn’t seem to mind camping there himself.
D10=9:A small stone tablet is found by the players. On the tablet is a map and several locations have been marked on it. If the players follow the directions on the map, they will find a location with an underground tomb that is filled with treasure.
D10=10:Vultures overhead unexpectedly drop strange pamphlets auctioning somewhat dubious bits of lost desert traveller wisdom.
d100 = 36
D10=1:Players come across a magical portal that leads to a pocket dimension filled with strange creatures. If they enter, they will find themselves in a dangerous game of survival.
D10=2:The bright flash of a genie's newly-liberated lamp.
D10=3:A quaint artisan market set up amidst stone ruins, travelers and craftsmen share their unique and beautiful creations with the players.
D10=4:Erratic dust devils circle and follow for miles, playfully intrigued or a more sinister windy harbinger of unrest.
D10=5:A small dragon, shimmering like a mirage, is seen flying in the distance but keeps its distance from the party.
D10=6:The distant echo of an ancient Persian lute guides you to a serene tea house, where legends of Xerxes and Alexander the Great are shared over sweet, fragrant teas.
D10=7:An assemblage of human-sized rock formations takes the shape of an accidental labyrinth, ancient wind-carved sandstone inviting explorations.
D10=8:You hear a distant roars in an old ruin of an ancient civilization. If investigated, players can find a giant scorpion ready to attack.
D10=9:You come across a strange tower in the desert that is filled with puzzles and traps that must be solved to gain access to its treasure.
D10=10:The hollow sound of wind through canyons becomes a strange, echoing tune.
d100 = 37
D10=1:The night sky reveals an astonishing array of stars, undisturbed by light pollution.
D10=2:The party spies a group of five men who are fighting over a small, leather pouch that is tied to the remains of a horse's saddle. The men are angry and ready for a fight. If players get involved in the fight, the five men will attack the party as well.
D10=3:A circle of stones marking the territory of a legendary naga.
D10=4:An oiled cask floats on a rare subterranean river cutting through the desert. Its contents may prove potent, but its origins troubling.
D10=5:An abandoned knoll shows signs of a recent gathering, its crude stone altar now cold but with slight traces of sacrificial offerings.
D10=6:A group of scholars and historians are excavating a newly uncovered ziggurat. They request assistance interpreting the runes but warn of the ziggurat’s ancient, possibly cursed, guardians.
D10=7:A wandering bard sings tales of colossal sandworms that guard mythical treasures. Twist: Upon finding such a worm, they learn it can actually speak and bargain fairly, being more guardian than beast.
D10=8:You find an oasis with a powerful djinn, who will grant three wishes to those who can answer his three questions correctly.
D10=9:The shadow of a large rock formation offers a temporary escape from the blistering sun.
D10=10:A large boulder falls from the sky and crashes nearby.
d100 = 38
D10=1:A man approaches you and offers to sell you a potion that will protect you from the heat of the desert. The potion he is offering is actually a strong alcoholic drink.
D10=2:A mirage duplicates the surrounding terrain, playing tricks on their eyes.
D10=3:A cactus flower opens, revealing a vivid splash of color in the otherwise monotone landscape.
D10=4:An ancient obelisk covered in hieroglyphs stands sentinel in the sands, offering clues to long-forgotten civilizations and secrets buried beneath the dunes.
D10=5:A group of nomads is camped out in the desert. The players will be able to buy supplies from them. They may also be able to purchase some strange magical items that they are selling.
D10=6:A traveling circus has set up camp amidst the dunes, offering wondrous performances and curious artifacts for sale. Some of these artifacts may be cursed or sentient.
D10=7:A sudden, intense glare from the sun temporarily blinds a party member.
D10=8:A pack of jackalweres hunting near an ancient ruin.
D10=9:Encrypted mundane journals scattered have chronicled bereft journeys of spiritual insights well-versed through sunlighted combinations in broader cosmic trivialities.
D10=10:An ethereal, cooling breeze consistently hints at a hiding ice jinni.
d100 = 39
D10=1:The party finds an enchanted flute buried in the sand. Playing it summons sand elementals that can be a great help—or a deadly foe—depending on the tune.
D10=2:The air grows heavy, and you find yourself in a pocket of hyper-slow time. All actions and movements are drastically delayed, making escape a challenging puzzle.
D10=3:Players come across a large oasis. In the center of the oasis, they will find a powerful wizard who is in search of an apprentice.
D10=4:The players come across a large encampment of nomadic humanoids. They are friendly, but suspicious of outsiders. They will allow the players to stay the night but will not let them leave unless they can help them with a problem they are facing.
D10=5:They spy a group of noble's men searching for a lost royal heir with a preference for hiding in tricky terrain, hinting at broader unrest about royal succession.
D10=6:Players come across an ancient stone tablet containing runes that tell of djinn wars.
D10=7:Near a cluster of oasis, the party comes across a small camp of nomadic tribesmen. If the players approach peacefully, the tribesmen will accept them with open arms and treat them with hospitality.
D10=8:A sudden cool breeze alleviates the sweltering heat for a brief moment.
D10=9:They find a perfect shade under a lone, ancient acacia tree. Resting under it is refreshing, but they later realize the tree is the home of a wise sphinx that challenges each who rests there to a riddle duel at nightfall.
D10=10:The sun’s relentless gaze leaves their faces tingling with a mild sunburn.
d100 = 40
D10=1:A mirage that resembles a pair of giant stone giants.
D10=2:The players find an ancient, weathered scroll buried in the sand that describes an incantation of flight. Twist: Using the spell attracts the attention of a sky-serpent who sees them as intruders of its domain.
D10=3:A strange, humanoid creature with a long, curved beak and feathers of every color possible appears in the desert, and it will only let players pass if they can satisfy its requests for various items, stories, and tasks it has dreamed up.
D10=4:A mirage reveals an enormous treasure hoard. Upon closer inspection, it's guarded by a dragon who can manipulate the illusions itself, creating endless deceptive layers of protection.
D10=5:Skeletal whales stretch beds between dunes, grim reminders of ancient desert seas holding unseen influences, awe-inspiring and wistfully calming.
D10=6:A group of orcs are attacking a village. The orcs are trying to steal as much food and supplies as possible.
D10=7:They find a rare desert orchid blooming amongst rocks, its colors a stark but beautiful contrast to the surrounding sands.
D10=8:As the players travel through the desert, they come upon a large, ancient temple that appears to have been abandoned for many years. Inside, they will find a powerful relic guarded by a powerful magical golem.
D10=9:A camel chewing on grass says, "Wanna join my hump day party?"
D10=10:In the distance, the players can see a large bird-like creature flying in circles. If they follow it, they will find a hidden tree filled with strange magical fruits.
d100 = 41
D10=1:The party is caught in bright flashes of exploding rocks—a geological phenomenon. Local legends interpret these as territorial markers of ancient, roaming deities.
D10=2:An oddly straight line of cacti extends across your path, arranged in a manner that hints at ancient land-sculpting practices.
D10=3:A group of 2d8 giant birds fly overhead. They are rushing to the nearby mountain to escape from the approaching storm. They will avoid the party if they can.
D10=4:An owl with a sign, "Who’s wise? You or the sand?"
D10=5:A broken wagon wheel signals the site of a deadly skirmish. Clues point to rival merchant clans warring over new trading routes.
D10=6:Their path crosses with a half-mad hermit proselytizing about an imminent apocalypse, undoubtedly with pamphlets for sale, leaving players to consider or ridicule his fervor.
D10=7:A group of 2d6+5 humanoids are walking across the desert. They are being led by a priest of Set. The humans are slaves that are being led to a location. If the players approach, they will attack the players.
D10=8:The party sees six large birds flying in formation. The birds are carrying with them the body of a human.
D10=9:The sky remains mercilessly clear, allowing no respite from the sun.
D10=10:The players come across a group of 3d4+3 merchants who are traveling from the city to the desert. They will give the players a special deal on goods they are transporting if they buy some.
d100 = 42
D10=1:A group of humans is walking across the desert. The humans are carrying boxes of gold, not knowing that a group of bandits are following them.
D10=2:A band of nomads approaches the players. The nomads are a tribe of humans who live in the desert. They are looking for possible mates among the players' party. If players accept, they will be married to one of the nomad women. She will become a permanent member of the party. She will be proficient in survival in the desert.
D10=3:A desert bloom unexpectedly providing shade left behind by an invisible water elemental.
D10=4:The serene desolation is broken by the sound of hurried footsteps. A hooded figure with intricate tattoos emerges from the sand, begging the party to help hide them from a relentless group of bounty hunters hot on their trail.
D10=5:A small dragon, shimmering like a mirage, is seen flying in the distance but keeps its distance from the party.
D10=6:As the sun sets, players come across a serene oasis with crystal-clear water and palm trees. However, the water is guarded by a reclusive desert spirit who only allows passage to those who can tell a story that impresses her.
D10=7:An unusual sulfur spring emits warm steam into the cool night air. While seemingly harmless, it’s a nesting ground for harmless but protective desert nymphs that will strenuously object to players tampering with their domain.
D10=8:A group of nomads are driving their sheep and goats toward a city. They are being attacked by a group of starving wolves. The players can help the nomads fight off the wolves, help the wolves eat the sheep and goats, or ignore them and keep going.
D10=9:You see a group of men and women sitting around a camp fire, singing songs and telling stories. They are celebrating their victory over a nearby tribe of bandits who were terrorizing the local border towns.
D10=10:A caravan of mechanical sand turtles, escaping their inventor, solicit your input on their impending charges for freedom.
d100 = 43
D10=1:A large vulture circles overhead. It is looking for carrion.
D10=2:An old abandoned temple in the sand once worshipped by worshipers of a now-forgotten deity, guarded by an ageless sphinx who asks no questions.
D10=3:The players discover a hidden grotto, its entrance covered by creeping vines. Inside, bioluminescent fungi cast a soft, ethereal glow, and the temperature is refreshingly cool.
D10=4:Players find cacti playing "Prickly Poker."
D10=5:A serene desert wind carries hauntingly beautiful music from a distant point. Following the music leads them to a peaceful congregation of celestial beings temporarily on the Material Plane, who offer boons, but require the players to perform an act of overwhelming kindness in return.
D10=6:Players see a giant scorpion chasing a lone woman across the sand. If they intervene, they can save her. If they don't, the woman will be killed.
D10=7:Players come across an old wizard who has been cursed and turned to stone. If the players can break the curse, they will be rewarded with powerful magic.
D10=8:The party stumbles upon an ancient, crumbling waystation. A ghostly figure, bound to serve eternally, offers what little hospitality remains.
D10=9:By a dried-up riverbed, they find remnants of an old nomad encampment. In one of the tents, an exhausted and aged nomad woman from a hostile tribe lies whispering prayers to unseen spirits, clutching a letter written in an undecipherable tongue.
D10=10:The ghostly whispers of a spectre seeking retribution.
d100 = 44
D10=1:A traveling bard sings, "In sand-ity and in health."
D10=2:A young child appears seemingly out of nowhere, claiming to be a royal heir to an ancient desert kingdom. Twist: They're a shape-shifting trickster testing the party’s morality for their enigmatic master.
D10=3:A group of Tuareg warriors, famed for their indigo-dyed clothing, are resting in the shelter of a Cleopatra-like temple ruin, sharing stories of their forefathers who once roamed vast Saharan dunes.
D10=4:Constant, subtle vibrations hint at movements of a young sandworm, but none come near.
D10=5:Undead Expedition - An undead party has become lost in the desert and are wandering aimlessly around the party's campfire for water. They are willing to trade information about the desert for water and food. The party can hire them as guides or pit them against each other in a fight to the death. If they're not killed, they can lead the party to an oasis or other place of interest in the desert.
D10=6:The players come across a band of wild horses who have been trapped in a sandstorm.
D10=7:A group of grim nomads pass by the players, barely giving them a nod of recognition.
D10=8:The characteristic call of a desert owl can be heard as night falls.
D10=9:The party hears someone screaming in the distance. It sounds like a woman, but is too far away to be sure. It sounds like she is being tortured.
D10=10:Cold winds sweep across the desert during the night, forcing the party to bundle up.
d100 = 45
D10=1:A group of 1d4+2 men and women (dressed in robes) are traveling on camels across the desert. They are on a mission for a wizard. They will trade with players for one day before continuing their journey.
D10=2:Players stumble across a group of 2d6+5 cultists chanting and dancing around a bonfire in the middle of the desert. They worship a god of destruction and chaos. They are trying to summon an elemental being to the world.
D10=3:Stumbling upon a campfire, the flames shift and speak, forming faces and voices recalling ancient tales of heroism and warning about impending doom.
D10=4:A pack of 2d4 wolves attack the party...
D10=5:A man approaches players, asking for help. He says he is a merchant from a nearby town. He was attacked by a group of bandits, and his merchandise was stolen. If players investigate, they will find his story to be true. If they help him, he will offer the party a 10% discount on everything in his shop.
D10=6:Their travels are disrupted by a small desert caravan of circus performers. Scenes of down-on-luck performers offer mundane humor and bemusement – but maybe simple prophecies and stories of greater worldwide breadth lie within.
D10=7:A mirage that briefly reveals a phoenix in flight.
D10=8:A lowly merchant offers to trade strange and rare items, but his goods are enchanted to bind the user’s soul to an ancient desert deity’s will.
D10=9:A lone vulture perches atop a skull-marked cairn. Investigation reveals it is a warning marker for a local tribe, claiming the territory for their own.
D10=10:The players find a group of 4d6 bandits in the desert, who will attempt to rob them of their valuables and possessions.
d100 = 46
D10=1:An ancient warrior's statue overlooks the horizon, which upon touch reveals secret messages about the genie war.
D10=2:An abandoned campsite with signs of a recent chimera raid.
D10=3:As the party travels through the desert, they come across a large stone circle that appears to be some sort of ritual site. In the center of the circle is an ancient relic that has been forgotten for many centuries.
D10=4:The sun, setting, casts an eerie, elongated shadow of the party, only for them to realize that one shadow doesn't belong to anyone present – it's the sign of a nearby ancient guardian they can't yet see.
D10=5:Players come across a large rock. It is shaped like a lizard. It is stuck in the sand. If players push the rock, it will move slightly. If players push the rock again, it will move again, but this time it will fall on top of them.
D10=6:Returning from a solid day’s march, the party finds shell fragments of a giant tortoise. They can choose to track this rare creature for its valuable shell or risk crossing territories known for skirmishing minimal warriors.
D10=7:A mirage of a distant city populated by djinn.
D10=8:A group of 1d4 giant spiders are hunting in the area. They will attack anyone who gets too close to them.
D10=9:Stumbling upon a "Desert Spa and Mirage Baths."
D10=10:You come across an abandoned city in the desert. Inside is a powerful magical artifact that can grant any wish.
d100 = 47
D10=1:A group of men and women are walking across the desert. They are wearing ragged clothes. They are carrying tools and weapons. They are looking for work. They will ask the players for work.
D10=2:A group of 1d4+2 thieves are attempting to rob an oasis. They are hiding in bushes, and are waiting for the party to approach.
D10=3:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
D10=4:A bustling, noisy bazaar claimed every month briefly blooms under the harsh desert sun, hinting at an intermingling of distant cultures far from cities.
D10=5:Freshly polished bones lie within a shallow depression in the sand. Searching reveals ancient carcasses deeply buried with remnants of desert culture.
D10=7:They notice a fluttering scrap of a treasure map stuck under a rock, in a language none recognize, accompanied by just enough inherent curiosity to spell potential tragedy.
D10=8:Cresting a dune, the party observes distant silhouettes of three tall obelisks. As they approach, they find a group of geologists studying ancient glyphs. The lead researcher asks for help deciphering a particularly complex phrase in exchange for directions to an oasis.
D10=9:A sudden gust of wind uncovers an ancient door set into the side of a dune. It hums with arcane energy, leading into the cooled interior of a long-buried temple.
D10=10:Skeletal whales stretch beds between dunes, grim reminders of ancient desert seas holding unseen influences, awe-inspiring and wistfully calming.
d100 = 48
D10=1:Crusty salt flats stretch endlessly, their reflective surface disorienting. A tucked away guidepost shares the legend of hidden underground rivers still flowing beneath.
D10=2:The players hear a loud scream. They see a woman. She is wearing expensive clothing. She is running away from a group of men wearing rags. They are trying to catch her and take her expensive clothes. The men in rags will attack the players if they try to help the woman.
D10=3:A shimmering scimitar half-buried in the sand calls out telepathically to whoever approaches, but it comes with a dark curse hungering for the soul of its wielder.
D10=4:They find a being made of shimmering light moving across the dunes. It silently leads them through a safe path, but upon reaching their destination, each must sacrifice a beloved item to the desert in gratitude.
D10=5:A band of vultures circles overhead, eyeing the party.
D10=6:The remains of a royal procession, weatherworn and bleached, reveal hints of an ancient and revered ruler who disappeared centuries ago.
D10=7:Echoes of lost clanging can be heard as spiked wheel traps activate inadvertently. Investigating leads the party to the remains of old mechanisms meant for war.
D10=8:You come across an ancient tomb in the desert filled with strange creatures and powerful magical artifacts.
D10=9:A group of 1d20 nomads approach the players. They are friendly, but they want to trade with the players. They want to trade one of their camels for one of the players' horses or mules.
D10=10:A pair of griffons attack the players. If the players fight back, the griffons will retreat and attack again later.
d100 = 49
D10=1:A group of bandits are riding horses across the desert. The horses are tired and the bandits are lost.
D10=2:A small oasis has been discovered by some travelers. It is rumored to be filled with magical healing waters.
D10=3:Torn pages of a scroll talk about ancient dragon rituals, but no dragons are nearby.
D10=4:A small lizard is running across the sand. It's running away from a giant scorpion. The scorpion is gaining on the lizard. If players help the lizard, they will attract the scorpion's attention. If they help the scorpion, the lizard will run away.
D10=5:A group of 2d4+2 wizards are on their way to the city. They will try to get a job as a wizard or sorcerer. They will ask for advice from the players.
D10=6:A circle of stones marking the territory of a legendary naga.
D10=7:A resting spot where a dragon turtle once roamed.
D10=8:A band of nomadic desert elves offer the party reprieve and tales of a lost temple where wishes are granted, but they warn it's also cursed by a wish gone wrong.
D10=9:Camped beneath a cluster of date palms, a travelling historian recounts to you the tales of Timbuktu's golden age when it was a nexus of knowledge and culture.
D10=10:Bills plastered on occasional cacti herald the return of a famous, yet mundane, desert tale-spinner whose stories touch upon larger-world issues interwoven through the mundane life cycles of nomadic tribes.
d100 = 50
D10=1:A group of nomads are performing a ritual in an attempt to summon an ancient spirit.
D10=2:They catch a fragment of a glorious tapestry tangled in briars, implying either a royal extravaganza or a convoy’s reckless abandon.
D10=3:A giant rock with "Just a chip off the old block."
D10=4:The shadow of a cloud briefly casts shade over them, then moves away.
D10=5:A fragile kite of considerable size flaps helplessly against a rock, snagged by fierce winds—its owners nowhere to be found.
D10=6:The players stumble upon a "city" made of tents. The inhabitants will tell stories about a powerful creature that lives deep beneath the sand, and will offer rewards in exchange for information about its location.
D10=7:The relentless sun bears down while a friendly if not slightly daft dwarf insists the real danger here isn’t heat, but the desert’s alleged existential ennui.
D10=8:A band of kobolds is seen worshipping a petrified skeleton of an ancient wyrm.
D10=9:Amid the relentless heat, an elderly storyteller recites memories of a great desert fortress that once protected its people from a now-forgotten evil. She asks for a final mission to retrieve her family's honor from the fortress ruins. Within, 2d4 desert hydras guard the legacy, and players face the dual threat of beasts and the scorching heat.
D10=10:Along the edges of an arid cliff, you spot script engravings of Biblical tales of wandering tribes who sought refuge and miracles in desolate lands.
d100 = 51
D10=1:Players find an abandoned fishing net in the sand. Stranger still, it sways as though underwater. Mundane scrutiny exposes it hailing from an order tracking both empirical tides and ancient desert floods.
D10=2:An inexplicable, chilling breeze accompanies the sound of bells jangling in the distance. Following it reveals a spectral caravan, caught in an endless loop.
D10=3:The players come across a small village that is filled with people who are celebrating. If the players ask around, they will be told that the celebration is because one of the villagers had just been proposed to by a handsome stranger.
D10=4:A small, solitary hut seems abandoned and derelict; only the wind howls through its broken windows.
D10=5:An old, crumbling map whimsically suggests treasure guarded by ancient serpents now long gone.
D10=6:The players discover a mirage of "Camel Car Rides!"
D10=7:A heat shimmer ahead turns into a cloaked figure warning them of an impending royal coup they 'overheard,' suspiciously accurate or too far-fetched.
D10=8:A quaint artisan market set up amidst stone ruins, travelers and craftsmen share their unique and beautiful creations with the players.
D10=9:Three vultures follow you persistently. Is it because they sense impending danger, or are they just scavenging remnants of past battles?
D10=10:Players find an intricately carved sandstone obelisk half-buried in the dunes. Touching the runes sends visions of a magnificent palace filled with riches. Twist: These riches are guarded by cursed spirits who recognize the player's faces and will start haunting them.
d100 = 52
D10=1:The players discover an old, peaceful temple with intricate mosaics depicting the history of the desert. Studying them gives knowledge and spells, but awakening the ghosts of its ancient protectors if a secret tile is pressed.
D10=2:On the outskirts of the desert, the party spies a small village made of mud and straw. When they draw closer, they find that the village is populated by a group of dark-skinned humans with large and powerful weapons.
D10=3:A man approaches you and offers to sell you a potion that will protect you from the heat of the desert. The potion he is offering is actually a strong alcoholic drink.
D10=4:Ruins where an ancient hydra slumbered.
D10=5:A certain mad priest has a steely look in his eyes. He has a ring of protection +1.
D10=6:A layer of fine, red dust blankets the ground, suggesting an ancient event.
D10=7:The party encounters a group of robbers in the desert who are attempting to steal from a nearby caravan. If the players can thwart them, they will be rewarded with some of the stolen treasure.
D10=8:A wyvern nest atop a distant mesa.
D10=9:An ordinary-looking sand dune shifts strangely, unveiling an almost perfectly circular pit where native fire ants aggressively defend their underground kingdom. Intrigued by the party, the ants' queen might share ancient secrets from eons past.
D10=10:A shimmering line of emerald scarabs crosses the desert floor. Those wise in lore know they indicate a nearby well, though normally hidden by matchless skill.
d100 = 53
D10=1:The smell of something burning lingers in the air, though no fire is visible.
D10=2:The wind uncovers the entrance to a long-lost crypt where an immortal Anubian priest remains, bound to his ancient relics and offering forbidden wisdom.
D10=3:A sudden flash flood threatens to sweep the group away. They must employ quick thinking and share equipment like ropes and tools to rescue each other and secure high ground.
D10=4:The party meets a group of wandering monks in the desert. They are looking for a lost temple and will reward the players for any information they can provide about its location.
D10=5:An eerily quiet morning promises an unbearably hot day ahead.
D10=6:Sparser vegetation subtly forms a muddled yet importance-claiming monogram with cryptic elocution cues for navigating local geomancy.
D10=7:Players come across a group of 2d6 merchants. They are trading stories and drinking wine with the local merchants in a camp in the desert. The merchants are telling stories about the desert and what it is like to live there. They will trade produce from the desert for goods from the cities.
D10=8:A group of 4d4+4 human bandits are seen practicing their archery skills in an open area of the desert. They will attack any non-human beings with open hostility.
D10=9:Returning from a solid day’s march, the party finds shell fragments of a giant tortoise. They can choose to track this rare creature for its valuable shell or risk crossing territories known for skirmishing minimal warriors.
D10=10:A small dragon, shimmering like a mirage, is seen flying in the distance but keeps its distance from the party.
d100 = 54
D10=1:Travelers recount tales of invisible guardians ensuring safety, supposedly ancient sand elementals.
D10=2:A group of 2d6+5 humanoids are walking across the desert. They are being led by a priest of Set. The humans are slaves that are being led to a location. If the players approach, they will attack the players.
D10=3:The sun scorches wasted fields – where wise, mundane seats of knowledge possess strewn relics hinting at personal commerce tied consciously to desert lore.
D10=4:The husk of an enormous antlion lurking beneath the sand.
D10=5:Glowing tracks of a giant desert worm lead from one dune to another, but no worm is seen.
D10=6:The players hear, "A mirage a day keeps loneliness at bay."
D10=7:When crossing flat sands, the players find a line of intricately carved stepping stones leading to nowhere. Stepping on the stones reveals illusory pathways to treasures, but one wrong step could dispel the entire illusion and leave them lost.
D10=8:A mysterious cloaked figure is riding a camel through the desert. He stops to talk to the players, but does not reveal his identity.
D10=9:A singular pigeon returns bearing ancient scrolls tied to its ankle—bits of wisdom from lost Qumran texts of the Judean Desert.
D10=10:A man is sitting on the side of the road, holding a wooden bowl and asking for food. If the party gives him some food, he will attack them with magic.
d100 = 55
D10=1:A lone desert monk seeks companions for his pilgrimage to the Oracle's Fountain, promising spiritual rewards but demanding hardship.
D10=2:A sudden stop reveals a hive of aggressive bees hidden in the desert rock, producing sweet honey that could both heal and serve as powerful trade goods.
D10=3:Players come across an old ruin. As they investigate it, they will be attacked by a powerful wraith.
D10=4:A fox with a monocle runs a pop-up glamping service but has a dubious past as revealed through desert grapevine gossip.
D10=5:The party finds a few tracks in the sand. The tracks are those of a human and a large dog. The tracks go off in one direction and then return to the place where they began. The party also finds a large dog's skull and a pair of ragged boots with one foot inside of them. The party is not sure if the tracks are those of a man and his dog or if they are the tracks of an animal and its prey.
D10=6:A group of robbers are surrounding an elderly person, demanding that they turn over their money.
D10=7:Lost jewelry sparkles in the sand, promising the presence of a blue dragon's hoard that isn't quite there.
D10=8:The smell of something burning lingers in the air, though no fire is visible.
D10=9:The shifting sands revealing a buried trove of dragonscale armor.
D10=10:As the players travel through the desert, they come across an old man who is trying to make his way back to civilization. He has been lost in the desert for many years and needs their help for safe passage.
d100 = 56
D10=1:Near a dried-up riverbed, the party encounters the remnants of a fierce battle. Discarded weapons and armor litter the ground. Examining the scenes might reveal clues of a larger conflict between two desert clans rumored to be warring.
D10=2:You stumble upon a crater filled with jagged rocks. Among the debris, an ancient sword hums with barely perceivable magic.
D10=3:A monastery sells endless mirages at aggressively competitive rates and guarantees partial delusions.
D10=4:A large group of 2d4+2 hobgoblins are laying in ambush in the sand. They are lying in wait for a merchant caravan traveling through the desert.
D10=5:Players come across a strange portal that leads to an alternate dimension. As they investigate, they will find out that this dimension is inhabited by bizarre creatures.
D10=6:Players come across an enormous cage of gleaming iron partially buried. Within, the skeleton of an enormous bird lies. Twist: The bird was immortal, and its spirit will resurrect in front of them pleading to be freed and offering assistance.
D10=7:A tumbleweed rolls by with a note tied to it: "I'm just a-rolling stone!"
D10=8:A group of men are praying to a strange idol. The men are cultists of an evil god and will attack anyone who enters the room.
D10=9:Trudging through the dunes they find an assortment of seashells and coral, miles from the nearest ocean. Alongside them, messages in bottles provide warnings from stranded sailors and offer opportunities to rob their abandoned ships.
D10=10:In the dead of night, the gentle sound of a harp plays, presumably the instrument of a celestial, though none can locate the source.
d100 = 57
D10=1:As the sun sets, a solitary figure wearing the garb of a Bedouin nomad can be seen praying on a dark hill of sand, reminiscent of ancient Arabian traditions. He invites you to join him for a cup of spiced tea, under the tapestry of a thousand stars.
D10=2:In the distance, mysterious lights zigzag erratically—will-o-wisps guiding or outmaneuvering bewildered travelers.
D10=3:A derelict well offers water contaminated with a strange, metallic taste. Local rumors about cursed mines in the south whisper of such tainted sources.
D10=4:A chieftain's daughter pledged to confront her tribe’s ancient enemies has veered into mundanity after losing herself in these plains, beset by insignificant trials she cannot surmount alone.
D10=5:You discover a hidden palace in the sand, filled with riches and powerful magical artifacts.
D10=6:An ancient, weathered signpost points the way to a nearby village.
D10=7:The dull hum from forgotten mundane elixirs weave rich personal histories in tips garnered by somewhat cautious roamers’ poignant trivial truths.
D10=8:The remnants of a mural depict the rise and fall of a legendary city swallowed by the sands. Fresh carvings hint at recent investigations and looming plotlines.
D10=9:Players stumble upon an open sarcophagus surrounded by untouched gold and jewels. A ghostly voice whispers secrets of the afterlife. Twist: Taking even one piece of treasure invokes a curse that binds the spirit to the player it spoke to.
D10=10:Strange tales emanate direct implying relics subterraneous met annexes commission spectral extrapolative commerce connoting various anomalies possibly unyielding precautions coined infinite remembrance.
d100 = 58
D10=1:Paranormal lights make rapid passes over wetland depressions, causing inconveniently timed breakdowns in their equipment.
D10=2:A roadrunner challenges the players to a "Fast Feet Duel."
D10=3:A particularly irritable camel man, who claims to be the brother of the legendary Vallegar the Vast, insists on bartering their supplies for a "magical" jug, which rather suspiciously resembles a repurposed pickle jar.
D10=4:The party encounters a lone figure dressed in elaborate robes, claiming to be a seer. Each prophecy given is cryptic, carrying implications of doom or fortune.
D10=5:A simple caravan pass and an old desert trader reluctantly reason with the players to buy his faltering exotic wares in exchange for true tales of desert lore and lightly enchanted pieces, tapping into ancient, world-spanning networks.
D10=6:If one listens closely, the dunes whisper secrets in Draconic—previously uttered by a dragon now long-absent.
D10=7:The players find an ancient, but serene, stone circle that feels intensely calm. Performing a ritual inside unlocks potent magical abilities, but also raises the likelihood that powerful entities will sense these newly awoken powers and seek the players out.
D10=8:The marks of celestial shards in simple charred dunes imbue small tales suggesting mundane ephemeral thoughts – so broad but mundane.
D10=9:The remains of a trading caravan lie half-buried beneath the shifting sands, leading to an opportunity to scavenge or an unfortunate encounter with lurking sand creatures.
D10=10:An oasis mirage turns into an "Oasis Mirage Convention."
d100 = 59
D10=1:A sudden cool breeze alleviates the sweltering heat for a brief moment.
D10=2:A stretch of dunes reveals ancient yet mundane checkers etched into rocks. Unknown to most common folk, they hold ancestral knowledge suggesting far-off lands and fabled beings.
D10=3:Sand dunes collapse, revealing an idol of a forgotten deity known for granting short-lived, yet potent, blessings.
D10=4:Embedded within the dunes, an echoed chorus of forgotten minstrels hint at misunderstood mundane professions engaged and inscrutable analysis.
D10=5:Players come across a small, scorpion-like creature. If they attack it, they will be attacked by a horde of scorpions and a band of local humanoids led by a warlord.
D10=6:Crossing an ancient and crumbling bridge, the party hears faint whispers of long-forgotten rulers. The spirits are harmless yet unnerving, making the rickety crossing feel more perilous. Any misstep could lead to unexpected meetings with the hungry creatures in the sandy ravines below.
D10=7:Players are approached by a man named Elijah. He claims to be an agent of a nearby kingdom and is looking for an escort to the city. He offers them a decent amount of money for their service. If players accept, he sticks around for a few days and tries to work his way into their good graces. He is a con man and only wants to find some way to steal from them. His name is actually Chester and he is head of the Cheetah gang.
D10=8:A worn piece of cloth, flapping in the breeze, is snagged on a cactus.
D10=9:A lone bandit attacks the party and then runs away.
D10=10:The fine silken threads of a spider queen's lair.
d100 = 60
D10=1:A desert lichen carpet appears, and surprisingly it’s edible, providing temporary sustenance but leaving a chalky aftertaste for hours.
D10=2:A circle of stones marking the territory of a legendary naga.
D10=3:They find a rusty sword sticking out of an airless dune, whispering ancient warrior’s secrets to anyone brave enough to touch it, complicating the moral choice between a potentially cursed treasure or leaving well alone.
D10=4:A man approaches the players and asks them if they've seen anyone wandering along this road recently. He's looking for his brother, who went out for a walk and hasn't returned yet. If anyone spots him and his brother wants to be found, he'll reward them with 10 gold pieces each when he's found and returned home safely!
D10=5:Past a desolate expanse, a shimmer suggests hidden motion. The party uncovers a bedouin trapper with a captured burrowing creature remarkably sought after in many exotic markets. They barter their freedom for aid which may or may not flourish monetarily.
D10=6:The players find shards of colorful glass fragments littering the sands. A closer examination reveals these fragments come from an ancient era—a great glass palace stands buried deep beneath the sands, told of in somber bardic stories.
D10=7:As the players travel through the desert, they come upon a large, ancient temple that appears to have been abandoned for many years. Inside, they will find a powerful relic guarded by a powerful magical golem.
D10=8:Beneath the night’s cold embrace, a caravan of celestial beings, the Asmarai, descend to the desert. They claim the desert is a nexus to the realm of dreams.
D10=9:The party stumbles onto a well-defended makeshift den of hyenas. Close scrutiny reveals the skeletal remains of a past adventurer among their prey, and his satchel might hold valuable maps or notes.
D10=10:An oasis with a natural hot spring invites players to relax in its soothing waters, drawing aches and fatigue out of their bodies.
d100 = 61
D10=1:As the players wander through an endless sea of dunes, they suddenly find themselves standing before an enormous skeleton of a long-dead creature, half-buried in the sands. Upon closer inspection, the bones seem to be made of a strange, unearthly metal that is warm to the touch. Twist: These bones will start to reassemble themselves slowly if disturbed.
D10=2:A mysterious figure in black robes offers you a drink from a flask. The liquid changes each person's perception of reality temporarily, revealing an alternate desert landscape or hidden layers of existence.
D10=3:A worn Martian artifact from long-lost lore of outer adventurers found in the midst of nowhere, embedding both mystery and curiosity, eking out the legend of red dunes in unknown horizons.
D10=4:You find an abandoned camp with the remains of a feast, but no signs of people. In the sand, tracks suggest the group was ambushed by 4d6 desert bandits.
D10=5:A group of 1d20 nomads approach the players. They are friendly, but they want to trade with the players. They want to trade one of their camels for one of the players' horses or mules.
D10=6:While crossing the sun-baked flats, the players find an injured griffon, the last of its kind in the desert, being hunted by 1d4 dune giants. The griffon’s plea tugs deeply at the soul. Protecting it requires great sacrifice, as it guides the players to forgotten places of lost grandeur and rare tears.
D10=7:You discover a hidden spring, guarded by centuries-old petroglyphs of the Anasazi, carved deeply into a red rock face, showing the ancient people's connection to this desert.
D10=8:The players find an ancient inscription: "Don't forget to hydr-8!"
D10=9:Sunlight reflects brightly off a distant object that turns out to be a piece of polished metal half-buried in the sand.
D10=10:The party discovers a large group of undead soldiers, who have come from a distant land to fight in the desert.
d100 = 62
D10=1:A group of nomads are seen riding across the sand dunes with their camels. They are carrying various goods along with them.
D10=2:Oversized feathers hinting at a roc's passing.
D10=3:They encounter a bizarre flower in full bloom, exuding an intoxicating fragrance. Harvesting it might offend the local fauna or trigger the usual unwanted aggression from the flora's territorial beetles.
D10=4:The players discover an old temple that is said to be inhabited by a powerful djinn.
D10=5:A nomadic healer approaches, offering to cure their ailments but at a price measured in vague but totally serious desert 'favors.'
D10=6:A colony of desert ants has built a sprawling kingdom beneath the sands, their queen possessing the power to control her subjects’ minds and behaviors.
D10=7:An enchanting mirage leads the players to a peaceful glimmering pond. The water rejuvenates and refreshes, but they soon realize the pond is watched over by a shy water nymph who falls in love with one of the players.
D10=8:They find remnants of an old desert ship near a dried-up ancient sea, pieces of history and intriguing discoveries to be made.
D10=9:The party finds a few tracks in the sand. The tracks are those of a human and a large dog. The tracks go off in one direction and then return to the place where they began. The party also finds a large dog's skull and a pair of ragged boots with one foot inside of them. The party is not sure if the tracks are those of a man and his dog or if they are the tracks of an animal and its prey.
D10=10:As the players are walking through the desert, they come across a strange figure dressed all in white. If they approach him, he will tell them of an ancient temple filled with powerful artifacts and riches
d100 = 63
D10=1:A man and a woman are standing near the road with a cage full of birds that they are trying to sell to people who pass by. The birds are actually magical creatures that can transform into other things.
D10=2:A winding trail of glass beads from a lost jinn treasure.
D10=3:A giant rock with "Just a chip off the old block."
D10=4:The players see a small sandstorm approaching. When it gets close, they discover it is a group of 2d10+10 ogres.
D10=5:Two young boys are in an argument over one of them cheating while they were playing a game together.
D10=6:A massive sandstorm rolls in unexpectedly, but within it the players can vaguely see a caravan of transparent, ghostly travelers making no noise. Twist: The ghostly caravan travels exactly along the players' route and re-enacts the players’ previous actions in eerie silence.
D10=7:The sky darkens unexpectedly, revealing an eclipse and prompting a strange ritual dance from the distant tribe of gnolls they've so far managed to avoid – a dance the PCs are invited to unwillingly join.
D10=9:They find a satchel of letters detailing someone trying to unite the disparate desert regions, but the overly flowery language hints more at personal drama than substantial politics.
D10=10:The party sees an old man sitting on top of a dune. The old man is wearing a black cloak and a black hood. The old man is sitting on a large wooden staff. The old man is singing a song about the Zan. The Zan heard him, and captured him. The Zan will return him to the party after they have been captured by the Zan.
d100 = 64
D10=1:The remnants of a great battle suggest the presence of legendary combatants, but no such figures remain.
D10=2:Fiery trails burnt into the ground possibly hint at a phoenix's flyby, but with no visual confirmation.
D10=3:An abandoned campsite with signs of a recent chimera raid.
D10=4:The adventurers come across a small village that is struggling to survive in the desert. The villagers are desperate for help.
D10=5:The faint murmurs ensconced within mundane coinage inadvertently indicate largely profound migrations earlier soul-bonded through elemental merchants.
D10=6:A talking skeleton recounts his days as a dragon steward but can provide no evidence.
D10=7:The players find a settlement made of sandstone. It is inhabited by 1d100 humans led by a human named Jorran, who will fight to the death.
D10=8:A fragile kite of considerable size flaps helplessly against a rock, snagged by fierce winds—its owners nowhere to be found.
D10=9:A group of soldiers are guarding the road. They are looking for thieves who stole a valuable item from them. The players can join in, help the soldiers find the thieves, or keep going.
D10=10:The rusted remains of mundane automatons dot the landscape, now hints casting histories supported by prior pilgrimages syncing mundane magic to far realms once bustling.
d100 = 65
D10=1:A man is standing on a nearby hill, yelling at the top of his lungs, 'Behold! I am Lord of All Creation!'
D10=2:A congregation of desert ants trails into one direction—a hidden, yet ominous, indication of a neighboring predator’s recent activity.
D10=3:They find remnants of an old desert ship near a dried-up ancient sea, pieces of history and intriguing discoveries to be made.
D10=4:You find an oasis that is guarded by a dragon. The dragon will attack anyone who tries to enter the oasis but will reward those who can prove their worth.
D10=5:Discovering a small cave just large enough to crawl through, the players find the interior adorned with ancient carvings that tell tales of the desert's origins.
D10=6:They find a battlefield frozen in time, warriors of sand and stone locked in combat. Twist: Disturbing any part of the scene resurrects the warriors as vengeful spirits demanding peace.
D10=7:Alongside a slow-moving dune, ancient crocodile bones fossilized in stone hint at the desert’s watery past. Nearby, a tarnished trinket speaks of lost civilizations.
D10=8:A flock of huge birds, larger than any seen before, swoops down from the sky and circles the party.
D10=9:A ghostly caravan appears at twilight, composed of spectral traders who warn the players of an impending sandstorm. The caravan leader offers a map to a hidden oasis if the players assist in completing their unfinished trades. However, the map is torn, and finding the pieces may lead to encounters with 2d4 sand elementals guarding each fragment.
D10=10:The air feels heavy as a storm brews on the distant horizon.
d100 = 66
D10=1:A nomadic tribeswoman appears, offering traditional tattoos that magically enhance your abilities. Each design is a rite of passage with dangerous trials that must be completed first.
D10=2:A lone, hardy flower defiantly blooms among the desert rocks.
D10=3:An uneventful day passes, marked only by the heat and endless sand.
D10=4:A mirage reveals an enormous treasure hoard. Upon closer inspection, it's guarded by a dragon who can manipulate the illusions itself, creating endless deceptive layers of protection.
D10=5:An enormous scorpion, its carapace shimmering like polished obsidian, emerges from beneath the sands, seemingly guarding something buried deep below.
D10=6:An albino lizardfolk shaman offers a prophecy in exchange for aid. Twist: The prophecy subtly ties their future success to a curse if ignored or bypassed.
D10=7:The distant chime of a bell from a wandering bell golem.
D10=8:A group of sand pirates are attacking a merchant caravan. The players must figure out a way to help.
D10=9:The players find a strange magical pool in the middle of the desert. It is said to grant wishes to anyone who drinks from it. Will the players drink from it and risk having their wishes come true?
D10=10:Beneath the shade of camphor trees, a Sufi mystic meditates, inviting you to join and share wisdom through parables of the past and stars spanning ancient Persia to modern days.
d100 = 67
D10=1:The party finds a large, abandoned caravan in the desert. It has been sitting untouched for many years, and is full of valuable treasures, as well as a few dangerous surprises.
D10=2:The party sees a group of men in robes dancing around in a circle. If they approach, the men will attack with magic.
D10=3:Sparse patches of grass struggle to grow in the arid terrain.
D10=4:The howl of a lone coyote echoes in the distance.
D10=5:A gentle desert stream babbles quietly, leading to a small waterfall that forms a serene pool. Drinking the water grants temporary bonuses, but also attracts a small, mischievous elemental that insists on following the players.
D10=6:A wandering bard serenades his only friend, a sun-drenched tortoise, with tales of cooler climes.
D10=7:Up ahead, the party sees a huge cloud of dust. As they get closer, they see that it's caused by a huge dust storm. On the other side of the dust storm is a huge oasis that is full of water and trees.
D10=8:The Madmen of the Old Ways refuse to help peasants. They only help other madmen. They are hated by the citizens of the surrounding towns...
D10=9:The once-clear trail now obscured by a conjured wind, they spot a caravan just on the horizon—the merchant crew or an illusion of their hopes.
D10=10:The players come across a giant stone sphinx that is said to be guarding an ancient treasure.
d100 = 68
D10=1:Strange stone monoliths radiate heat nearby an occasional cry of an unseen phoenix.
D10=2:The party stumbles upon a bronze statue of an ancient sorcerer, its eyes emitting a soft glow. Nearby inscriptions hint at a powerful artifact buried underneath.
D10=3:You come across a strange oasis with a pool of magical water that can heal any wounds or illnesses.
D10=4:The party sees a group of men and women. They are carrying sacks of grain. They are heading toward a nearby town. They will ask the party if they want to help them deliver the sacks to the town's granary. If the party agrees, they will be paid 10 copper pieces per sack delivered. If anyone tries to steal the grain, they will be attacked by the townsfolk and possibly arrested by the town guard.
D10=5:A small bush catches a curious fire. Investigating, the players find a fire elemental trapped in an ancient urn buried below. Releasing it promises a boon, but hints at a greater trial they must soon face involving old feuds of elementals.
D10=6:A caravan of sand elementals weaves through the desert, carrying with them ancient knowledge. Their leader insists on testing the party’s worthiness through trials.
D10=7:As the sun sets, the sand seems to come alive, disturbed by tiny desert spirits who seem to enjoy mischievously rearranging belongings while the party rests.
D10=8:The players come across an oasis that is guarded by a powerful djinn. The djinn will try to bargain with them in exchange for something of value.
D10=9:A small, dry riverbed weaves through the sand.
D10=10:Birds of dazzling plumage guide the players to a secluded nest with golden eggs. Protecting the nest from a forthcoming dust-devil will earn them the trust and companionship of these majestic birds.
d100 = 69
D10=1:Players come across a large rock. It is shaped like a lizard. It is stuck in the sand. If players push the rock, it will move slightly. If players push the rock again, it will move again, but this time it will fall on top of them.
D10=2:A group of nomads finds the players in the desert. They will offer them food and drink. They are not interested in fighting, but the players will have to convince them that they are not bandits.
D10=3:Shifting sand dunes reveal glimpses of something buried long ago.
D10=4:A sandstorm is sweeping through the desert, stirring up an army of skeletons and mummies.
D10=5:A solitary Bedouin woman sings tales that float on the wind, passed down from grandmothers' tales that weave the grand historical tapestry of the Arabian Peninsula with mythical grace.
D10=6:A lone traveller is seen approaching the players. He is holding a staff in one hand and a book in the other. The man is old, but he is energetic. He is traveling to a town in the next province to hold a lecture on his book. The book is titled 'My Travels Through Random Desert'.
D10=7:Obsidian shards lie scattered. These remnants of a volcanic past house minor fire elementals that may either bless or burn.
D10=8:A group of 6 vultures circle overhead.
D10=9:The harsh winds sing out tales of mundane lives lived once eagerly, now scattered across present desert kings’ dominion.
D10=10:The faint, sweet scent of blooming desert roses draws you to a lush crater. Lurking beneath, however, are venomous flora and a serene, deadly beauty.
d100 = 70
D10=1:You momentarily outrun a dust storm only to find a handful of cheerful drought-resistant daisies commenting on your fashion sense.
D10=2:Players come across a group of reclusive elves who are trying to unlock the secrets of a powerful artifact. They will ask the players for help if they approach them.
D10=3:At night, a comet lights up the skies above the forsaken dunes, its luminescent trail only points the way toward simpler realms of lost, trivial treasure hoards left by desert burglars.
D10=4:Fragments of crystalline artifacts enravel dreams of conquest of long-lost cultures and ambiguous blueprints for recovery.
D10=5:An abandoned, wind-worn journal tells of a djinni granting wishes on peak high sands.
D10=6:A distant war drum echoes across the night sky. Unearthing its source may reveal a hidden orcish war camp intent on conquest.
D10=7:The party sees a group of 2d6+2 merchants from the local city-state. They are escorting a group of 2d6+2 wagons loaded with goods to the city-state. They are being escorted by 2d6+2 guards from the local city-state army.
D10=8:A scorpion holding a sign: "Feeling stung? Tell me your tail!"
D10=9:Striking an odd mirage, the party stumbles upon an ancient, buried city. The ghostly whispers of lost souls grasp at their sanity, pleading for release.
D10=10:A glowing cactus grove appears just before a powerful sandstorm strikes. Twist: The cacti emit a faint, calming field that dispels illusions and reveals hidden truths when their juice is imbibed.
d100 = 71
D10=1:A group of men and women, all wearing black cloaks, are walking down the road, singing and laughing. If the party approaches, they will attack. They are actually a group of vampires.
D10=2:A woman is selling roast chicken and other foods along the pathway. She says that she is actually a powerful wizard in disguise who is trying to test the people who come to her for her goods.
D10=3:A wandering merchant claims to have the best deals on 'authentic’ relics from long-lost desert civilizations, though they suspiciously resemble broken farm tools.
D10=4:They awaken to simple cooking fires where whispers suggest faint guides. Mundane mention of deserted convents elucidate potent guidance towards lost keeps.
D10=5:A merchant offers to lend a camel caravan, but the animals are intelligent familiars who spy for a secluded sorcerer residing in a hidden oasis.
D10=6:Near a dried-up riverbed, you come across a collection of colorful ceramics, remnants of a lost Phoenician trading post. Each piece tells a story of ancient commerce and cultural exchange.
D10=7:As twilight looms, the distinct shrill of a vulture mount rider pierces the wind. They aimlessly circle, scouting potential quarry. Intercepting them reveals details of uncharted terrain masked with shifting landscapes and potential riches.
D10=8:The players come across a mysterious temple which seems to have some kind of dark power emanating from within.
D10=9:Stumbling upon a campfire, the flames shift and speak, forming faces and voices recalling ancient tales of heroism and warning about impending doom.
D10=10:A sudden rise in the wind brings the sound of distant chanting. Following the melody, the party encounters a group of sand druids performing a secret ritual. The druids warn of an impending natural disaster and request help in gathering rare herbs.
D10=2:The players come across an old man in the desert who gives them a riddle and tells them that if they can solve it, he will reward them with a powerful magical item.
D10=3:The players come across an old hermit who is trying to bring peace to the desert.
D10=4:A group of women approach the party. They are dressed in colorful robes and have heavily painted faces. The leader is a middle-aged woman. They ask the party to find their lost child. The child was lost when they were out gathering food. They will offer a reward.
D10=5:The players come across a group of traders whose wagons have stopped due to broken wheels. They're willing to trade valuable desert spices if the players can help mend their wagons or fend off potential bandits lurking in the nearby dunes.
D10=6:After hours of treading, the party discovers and inspects a half-buried statue of an ancient god. Its base bears a prophecy that could hint at either dire consequences or potential sanctuary within a neighboring desert city.
D10=7:A group of nomads on camels are racing across the desert and pass by the players on the road. They shout at the players and ask them to join the race. If players do, they will be racing across the desert against other players. If they refuse, the nomads will become angry and chase after them. If they are caught, they will be forced into slavery by the nomads.
D10=8:A sentient sandstorm follows your party, occasionally causing mischief but also speaking in cryptic, philosophical musings. It might be warded off or tamed to serve as a guide.
D10=9:A cluster of peculiar mushrooms grows amidst the sand – within lie mundane roots tied to long forgotten gods and petty, trinket-level prophetic insights from who lived earlier.
D10=10:Bills plastered on occasional cacti herald the return of a famous, yet mundane, desert tale-spinner whose stories touch upon larger-world issues interwoven through the mundane life cycles of nomadic tribes.
d100 = 73
D10=1:Take the high road or the low road becomes a literal choice when the party faces a sandworm-infested dune versus a suspected bandit-populated canyon.
D10=2:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
D10=3:A pack of 2d4 wolves attack the party...
D10=4:Blistering desert winds unveil an ancient mosaic beneath your feet; the intricate tales told by its tiles hint at a long-lost desert empire.
D10=5:A group of 1d10+5 men are traveling on donkeys across the desert. They are on a mission for a local sheik. They will trade with players for one day before continuing their journey.
D10=6:Three vultures follow you persistently. Is it because they sense impending danger, or are they just scavenging remnants of past battles?
D10=7:A group of wandering entertainers approach the players. They are looking for work. They are willing to perform for the players for food and a place to sleep for the night.
D10=8:A group of evil cultists are sacrificing a human in front of a statue of a demon god. They will attack the party if they try to stop them.
D10=9:Encountering a labyrinth of thorny cacti, the party must find creative ways to navigate the prickly terrain, working together to map passages and share herbicide potions for progress.
D10=10:The players find a city made of sandstone. It is abandoned. There is a plaque at its gate that says 'Welcome to the Eternal City of Sand.' More of these plaques can be found throughout the city.
d100 = 74
D10=1:Tonight, the stars twinkle with an unseen pattern. Elders tell tales of an ancient sky ruler mapping the mundane realms of the beyond. The wanderers can piece together ancient constellations and recall forgotten truths—or simply wander in existential contemplation.
D10=2:The characters stumble upon a weathered gnome, insisting he’s been digging for a 'great underground library' that may as well be a mirage in his parched mind.
D10=3:Stumbling upon a skeleton with "I dug too deep."
D10=4:A strange magical storm appears in the desert, filled with powerful magical creatures that the players must battle or outwit if they are to survive.
D10=5:The players come across a group of 2d6+4 nomads who are looking for new grazing lands for their animals. They will attack the players on sight if they don't agree to help them.
D10=6:A group of men are searching for treasure. They have been lost for days. They are thirsty and desperate. If players get involved, they will ask the players to help them find water. The men will follow the players and do what they say as long as they are alive.
D10=7:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
D10=8:An ancient, weathered signpost points the way to a nearby village.
D10=9:You see a lone horseman galloping across the dunes. He is carrying a lance and wearing armor. Two other horsemen can be seen behind him. He is riding fast and has a look of desperation on his face. One of the scrambling horsemen behind him slips and falls on the sand, then gets up and continues chasing him.
D10=10:A magician shouting "A-bracad-abramos!"
d100 = 75
D10=1:A flock of huge birds, larger than any seen before, swoops down from the sky and circles the party.
D10=2:A group of soldiers are marching toward the players. They are trying to catch up with a bandit raid that has been stealing from the king's supply wagons. The players can join in and help the soldiers catch the bandits or keep going.
D10=3:A small nomadic circus encampment offering ephemeral joy and performances appears. Their dreary lives are punctuated by occasional laughter but covered with rumors of a child’s soul trapped in their macabre puppet show.
D10=4:An ancient scroll half-buried in the sand tells of a buried treasure just beneath your feet. Digging down reveals a complex and potentially trapped labyrinth.
D10=5:A pearl-bearing scorpion the size of a pony, rumored to grant wishes to those brave enough to extract its stinger, suddenly crosses your path. The challenge is, can you approach without falling victim to its lethal venom?
D10=6:A particularly irritable camel man, who claims to be the brother of the legendary Vallegar the Vast, insists on bartering their supplies for a "magical" jug, which rather suspiciously resembles a repurposed pickle jar.
D10=7:A shifting dune reveals a caravan of the dead, remarkable skeletons of ancient traders still apparently engaged in quite spirited, albeit silent, bartering.
D10=8:Quicksand traps set by an annoyed scorpion folk.
D10=9:They encounter a weird-headed inventor peddling a makeshift device boasting 'water-finding capabilities,' often broken promises in hand.
D10=10:A giant rock with "Just a chip off the old block."
d100 = 76
D10=1:A sudden sandstorm whips up, reducing visibility to nearly nothing. Players must find shelter or risk losing their bearings. In the midst of the storm, a cloaked figure offers shelter within a rocky outcrop but demands a story in return.
D10=2:A mercenary captain, his company slain by sand drakes, offers his remaining skills for sale, harboring knowledge of hidden tombs.
D10=3:An enormous scorpion, its carapace shimmering like polished obsidian, emerges from beneath the sands, seemingly guarding something buried deep below.
D10=4:A group of 3 Zan scouts are sitting outside their tents, playing a game of cards. The cards are made of wood and bone. The three Zan scouts are sitting near a small campfire, cooking a small meal of dried meat. If the party approaches them, they will ask them for food or water. If the party provides them with food or water, they will tell them about the Zan and how they were captured by them and only managed to escape by stealing a Zan horse.
D10=5:A loud noise turns out to be nothing more than huge, migrating desert beetles moving through the sands. Some carry gleaming fragments of ancient pottery among their collections.
D10=6:A clutch of desert rat pouches hold clues to a thriving, yet elusive, underground marketplace conducted under local dunes.
D10=7:The players come across a strange stone structure in the middle of the desert. It is full of riddles and puzzles, and if they can solve them, they will get a reward.
D10=8:Eerie, wailing sounds sometimes emanate from ruined towers, rumored haunt of a banshee.
D10=9:While crossing the sun-baked flats, the players find an injured griffon, the last of its kind in the desert, being hunted by 1d4 dune giants. The griffon’s plea tugs deeply at the soul. Protecting it requires great sacrifice, as it guides the players to forgotten places of lost grandeur and rare tears.
D10=10:The party sees a group of cultists walking through the desert, chanting as they go. They are headed toward a nearby oasis where a giant, black dragon is living in a cavern in the middle of the water.
d100 = 77
D10=1:Discovering sun-baked pottery laden with mundane depictions of past conquerors, dragons, and ancient travelers unearths forgotten lives left behind by those whose goals were no different from their own.
D10=2:The party meets a group of wandering monks in the desert. They are looking for a lost temple and will reward the players for any information they can provide about its location.
D10=3:You discover a long-buried trove of letters and journals from explorers who disappeared centuries ago. Their writings predict future events or locations with uncanny accuracy.
D10=4:The sky darkens unexpectedly, revealing an eclipse and prompting a strange ritual dance from the distant tribe of gnolls they've so far managed to avoid – a dance the PCs are invited to unwillingly join.
D10=5:All around you, the sand seems to be shifting and the air smells of brimstone and sulfur. Suddenly a giant sand worm bursts out of the sand and begins attacking everything in sight.
D10=6:The party encounters an angry sandstorm in the desert. If they can manage to pass through it, they will find a hidden tomb filled with ancient artifacts and treasure.
D10=7:Players come across a group of bandits, they are sitting around a fire, having a few drinks. If the players approach they will attack. If they're lucky, they might find a few small gems in the dead bodies' pockets.
D10=8:A group of men and women are dancing in a large circle in the middle of the desert. A large stone statue of a demon stands in the middle of their dance circle. The demon is watching them dance. The demon statue is five feet tall and made of black stone. If players disrupt the dance circle, the statue will scream and attack them.
D10=9:The party stumbles onto a well-defended makeshift den of hyenas. Close scrutiny reveals the skeletal remains of a past adventurer among their prey, and his satchel might hold valuable maps or notes.
D10=10:Ancient rocky spread dispatches among dunes traces broken cylindrical fortresses, lost scatter of wars traces redefining empire scattered hierarchies binding desert myths revealing secular tales imparting desolation.
d100 = 78
D10=1:A merchant is selling "exclusive" desert sand, claiming it's a "gritty deal."
D10=2:Two men are seen walking along the road, arguing about something. One of the men says 'I told you so! Now we have to do something!' The other man says 'No, we have to do nothing!' The men then turn to the players and ask 'Do you know what we have to do?'
D10=3:Rationing their dwindling water supply, the players discover a spring at the foot of a sacred statue of a forgotten desert god. Healing waters run clear and refreshing, but what if taking them invites trouble from local desert clans or even resurrects the old deity's vengeful spirit?
D10=4:The party sees a group of men on camels approaching from the distance. As they get closer, the party can see that they are a group of traders from a nearby city. They are carrying jars of spices and rare gems in their saddlebags. The leader is an older man. He approaches the party and offers to sell them some of his wares at a discount price.
D10=5:An ancient dragon carcass half-buried in the sand.
D10=6:A small, solitary hut seems abandoned and derelict; only the wind howls through its broken windows.
D10=7:The party finds a forgotten oasis in the desert. It is filled with lush vegetation and strange creatures. The water in the oasis has magical healing powers and will restore any lost health to any creature that drinks from it.
D10=8:A group of robbers are surrounding an elderly person, demanding that they turn over their money.
D10=9:They come upon a town made of collision-stuck trade carts, who possess their own complicated yet rudimentary government, providing both laughter and bizarre insight into resourcefulness.
D10=10:Players stumble across a group of 2d6+5 cultists chanting and dancing around a bonfire in the middle of the desert. They worship a god of destruction and chaos. They are trying to create a portal to the elemental plane of fire.
d100 = 79
D10=1:A group of men are arguing over how to divide up the territory they own in the nearby desert.
D10=2:The shadow of an unseen celestial sphinx crosses the path, granting the adventurers luck for the day.
D10=3:A giant dragon is soaring high above the desert.
D10=4:A group of bandits are attacking a caravan. They are trying to steal as much treasure as possible.
D10=5:Crowdsourced palm readings by a lofty hermit palm tree resonate earnestly with half-hearted fortune-telling.
D10=6:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
D10=7:You come across a hidden grotto in the desert, filled with strange creatures and powerful magical artifacts.
D10=8:Players encounter a vast, intricate network of tunnels beneath the dunes home to giant predatory insects. Twist: An intelligent queen insect offers a pact that provides resources but binds them to her hive’s spiritual wellbeing.
D10=9:Cold morning air condenses the party’s breath into misty clouds.
D10=10:The players hear a loud roar coming from the dunes. If they investigate, they will find a black dragon perched atop a dune. It will demand a tribute from the party.
d100 = 80
D10=1:A scattering of rare gems was thought lost from a dragon's hoard but reveals no dragon in sight.
D10=2:An elderly woman wandering alone offers to read their fortunes in the sand, but everything she mentions suspiciously points back to buying her a meal at the next town.
D10=3:A pack of 1d4+2 hyenas are hunting. They will attack the party if the party's trail leads near them.
D10=4:Players come across a cactus. If they try to climb it, they will be attacked by a cactus demon.
D10=5:An old, charred manuscript tells tales of ancient battles between legendary creatures but offers no physical clues.
D10=6:The players come across a mysterious wanderer in the desert who offers them a powerful magical artifact if they complete a quest.
D10=7:Long-abandoned villages with records of bustling life peer eerily, signs faded into curated, haunted illustrations of lost coping.
D10=8:A family of meerkats darts between burrows, their antics providing moments of light-hearted distraction.
D10=9:Take the high road or the low road becomes a literal choice when the party faces a sandworm-infested dune versus a suspected bandit-populated canyon.
D10=10:Lured into a vibrant oasis, the group is faced with poisonous waters and predatory plants. They must identify the threats and use collective knowledge to purify the water and survive.
d100 = 81
D10=1:The players come across a group of nomadic Orcs who are on their way to a great festival. If the players join them, they will be welcomed with open arms and treated to a feast.
D10=2:A stunted bush, possibly the desert's idea of a tree, humorously comes equipped with a lizard who claims to be a guide for a small fee, while his "employees" (3d4 tiny lizards) ensure the safety.
D10=3:The players see a group of bickering guards. If they get too close, the guards will attack them - they think players are trying to start a riot against the king's authority.
D10=4:In a small oasis, the players find a large, shimmering pool of water. As they draw closer, they realize that it is actually a portal to another world.
D10=5:An old hermit is sitting atop a dune, looking out over the desert. He beckons the adventurers over to tell them a tale of a forgotten city.
D10=6:An ominous crack in the earth reveals a cooler, shaded crevice. However, it is home to a trio of basilisks, and the party must decide whether to risk clearance for the promise of cooler respite.
D10=7:The players stumble upon an ancient, petrified forest rising out of the sands. There, they encounter an old druid who is the last guardian of this place. He seeks their aid in a ritual to restore the forest’s magic but warns it will attract 2d8 desert spirits furious at humankind. Completing the ritual might save the druid’s soul but endanger their lives.
D10=8:Wandering through a dream-like mirage, members see different threats and rewards. They must rely on communication and trust to discern reality from illusion and navigate through it.
D10=9:An enormous sandstorm is rolling in from the horizon. The sand is so thick that it is almost impossible to see.
D10=10:A caravanserai, reminiscent of those used along the Silk Road, emerges from the horizon, filled with colored tents and the smell of spices. Merchants from distant lands greet you, offering rich tapestries and tales of their travels.
d100 = 82
D10=1:The ground trembles lightly with distant, rhythmic pulses. Investigating leads to hidden excavation sites where the earth itself produces rare, potent crystals.
D10=2:Lost jewelry sparkles in the sand, promising the presence of a blue dragon's hoard that isn't quite there.
D10=3:The sound of distant desert fae laughter.
D10=4:A thirst-maddened bard challenges travelers to a high-stakes rock-throwing contest with cryptic, life-changing rewards.
D10=5:Gryphon tracks leading to a dry riverbed.
D10=6:You come across a monument to a long-forgotten hero, complete with enchanted statues that come to life and challenge you to duels or tests of wisdom.
D10=7:Climbing upon a dune, the party overlooks a sprawling mirage city, an illusion safeguarding the entrance to a hidden treasure vault protected by elemental spirits.
D10=8:A group of nomads approaches the players. The nomads are a tribe of humans who live in the desert. They are looking for possible mates among the players' party. If players accept, they will be married to one of the nomad women. She will become a permanent member of the party. She will be proficient in survival in the desert.
D10=9:A sudden sandstorm whips up, reducing visibility to nearly nothing. Players must find shelter or risk losing their bearings. In the midst of the storm, a cloaked figure offers shelter within a rocky outcrop but demands a story in return.
D10=10:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
d100 = 83
D10=1:The players see a group dancing around a mirage pond.
D10=2:The melodious call of a rare sandwhistler bird beckons, suggesting a nearby water resource—or a hazardous mirage protected by unruly locals.
D10=3:Caravaners fleeing in haste carry news of a demonic uprising in a neighboring kingdom, warning all to take heed.
D10=4:A caravan of merchants appears in the distance, struggling through the dunes. They lost their way and ask for guidance in exchange for water.
D10=5:The players encounter a group of nomads in the desert who are in search of a lost city. If the players can help them find it, they will be rewarded with a magical item.
D10=6:A meditation circle of stones offers a place for reflection and meditation, the energies of the place seemingly enhancing the tranquility.
D10=7:They awaken to simple cooking fires where whispers suggest faint guides. Mundane mention of deserted convents elucidate potent guidance towards lost keeps.
D10=8:A golden beetle scuttling between their feet promising either wealth or ancient curses, depending on its capture and identification.
D10=9:The players find a city made of sandstone. It is inhabited by a tribe of gnolls led by a gnoll named Goram, who will fight to the death.
D10=10:The party stumbles upon a weathered, solitary tent. Inside, an old nomad offers them a choice: listen to tales of ancient battles fought under these very sands or partake in a meal that may or may not have healing properties.
d100 = 84
D10=1:A crystal clear night under a canopy of stars, viewing constellations and celestial phenomena rarely visible elsewhere due to the clarity of the desert skies.
D10=2:Stumbling upon a "Desert Spa and Mirage Baths."
D10=3:The Madmen of the Old Ways refuse to help peasants. They only help other madmen. They are hated by the citizens of the surrounding towns...
D10=4:A caravan of sand elementals weaves through the desert, carrying with them ancient knowledge. Their leader insists on testing the party’s worthiness through trials.
D10=5:A paladin kneels in prayer upon a dune, meditating upon memories of an epic desert battle against chaotic forces.
D10=6:The skies turn blood-orange, hinting at future perils or celestial beings employing the evening as their personal canvas.
D10=7:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
D10=8:A ghostly figure of an ancient sphinx appears as a mirage, delivering cryptic messages before fading.
D10=9:A desperate merchant approaches, begging for help after his caravan was attacked by 2d6 fire drakes. All his guards are dead, and he has precious little left to offer. He promises a share of his remaining goods if the players escort him to safety. During the journey, he reveals his family's struggles and invokes a deep sense of pathos.
D10=10:You see a group of men and women sitting around a camp fire, singing songs and telling stories. They are celebrating their victory over a nearby tribe of bandits who were terrorizing the local border towns.
d100 = 85
D10=1:They are briefly overtaken by a wandering troupe of players, who stage an impromptu play about the tragedies of being lost in the desert, with overly dramatic flair.
D10=2:Desert spirits commune around you in the form of unresponsive and lazily meandering shadows.
D10=3:Stumbling upon a campfire, the flames shift and speak, forming faces and voices recalling ancient tales of heroism and warning about impending doom.
D10=4:The air grows still and the ground quakes slightly, possibly signaling an atlantean giant burrow.
D10=5:The players come across a caravan of goblins, trading a magical potion for gold. The potion can grant magical abilities to those who drink it.
D10=6:A forlorn statue marks the entrance to yet another buried city. These simple ruins are dotted with remnants of last century's farmers and mundane merchants long since turned to dust.
D10=7:A crystal clear night under a canopy of stars, viewing constellations and celestial phenomena rarely visible elsewhere due to the clarity of the desert skies.
D10=8:A desperate merchant approaches, begging for help after his caravan was attacked by 2d6 fire drakes. All his guards are dead, and he has precious little left to offer. He promises a share of his remaining goods if the players escort him to safety. During the journey, he reveals his family's struggles and invokes a deep sense of pathos.
D10=9:Players meet a tranquil monk meditating on a large, flat rock. He can teach powerful mental techniques, but only if they unveil their deepest fears and confront them directly.
D10=10:A pack of 2d4 wolves attack the party...
d100 = 86
D10=1:A desiccated corpse of a selkie lost away from its waters.
D10=2:The seemingly mundane scuffle of sand beetles over insignificant items – worn-down trinkets of desert wanderers – hints at underlying mysteries about erosion and time.
D10=3:Torn pages of a scroll talk about ancient dragon rituals, but no dragons are nearby.
D10=4:A group of men approach the party and ask for help finding their lost camel.
D10=5:Passing vultures signal the presence of a recent demise. Investigating reveals a trade caravan decimated by a sandstorm, with only one barely conscious survivor.
D10=6:The party spots a gracefully moving, golden reptile basking on a rock. It could symbolize fortune or danger, as various local myths suggest differing origins.
D10=7:Amid scarred dunes, fractured pots hint at mundane, commonplace civilizations. Touching them could lead broader connections with trades far off and long charted.
D10=8:Three men dressed in robes and with turbans on their heads stumble out of the desert, coughing and gasping for air. They are carrying a box which has something heavy in it, but they are too tired to carry it any longer. They need water, food, and rest, but they will not accept any offers from the players unless they agree to escort them to their village, which is several days away through dangerous territory.
D10=9:A group of nomads are riding through the desert on their way to a new home. They have lots of information about the desert, the local tribes, lost cities, etc.
D10=10:A group of dark wizards appear and challenge the players to a magical duel.
d100 = 87
D10=1:The players come across a group of 2d6+4 soldiers who are laying in wait for a caravan to pass. They will attack the players and enemy soldiers.
D10=2:A shimmering stranger offers to trade knowledge for water, divulging valuable information or complete nonsense depending on the PCs' bartering skills.
D10=3:A family of travelers shares their secret recipes for desert cuisine around a crackling campfire, giving the players a taste of local flavor.
D10=4:They come across a peaceable and small herd of wild horses galloping across the sands, their untamed beauty a mesmerizing sight.
D10=5:The bright flash of a genie's newly-liberated lamp.
D10=6:A young wizard has managed to transform his hawk into a living spellbook. He will try to hire the party to destroy the hawk.
D10=7:The harsh winds sing out tales of mundane lives lived once eagerly, now scattered across present desert kings’ dominion.
D10=8:You see two large sandworms fighting in the distance. They will attack anyone who gets too close.
D10=9:The players come across an ancient ruin in the desert. Inside, they find a powerful artifact that is guarded by a powerful mummy.
D10=10:Stumbling upon a lizard ringmaster called "Circus of Sands."
d100 = 88
D10=1:Players come across an old hermit who is trying to unlock the secrets of a powerful artifact. If the players get too close, he will attack them.
D10=2:At the base of an errant dune, enterprising merchants sell "desert blooms," elusive, colorful plants. Players must barter wisely as the blooms can serve as potent remedies or rare concoction components.
D10=3:A thin, wispy cloud offers a fleeting reprieve from the sun.
D10=4:The players meet a powerful sultan who offers them a quest to retrieve a powerful artifact.
D10=5:A lost, ancient song floats on the wind, leading the party to an almost hidden trapdoor buried in the sands – an entrance to an unknown underground treasure or tomb.
D10=6:The night brings a chill and the howls of desert jackals. They circle curiously, but the true danger lies in the hidden viper nest their movements reveal.
D10=7:An ancient temple has been uncovered in the desert. It is filled with dangerous traps and puzzles.
D10=8:A basilisk basks in the sun on top of a large rock, ignoring the party unless approached.
D10=9:A sudden flash flood threatens to sweep the group away. They must employ quick thinking and share equipment like ropes and tools to rescue each other and secure high ground.
D10=10:They meet another group of travelers sun-stroked and babbling about a miraculous rain-woman who never appears, reflecting the dire straits of desperate imaginations.
d100 = 89
D10=1:A small pack of wild hyenas are stalking the adventurers.
D10=2:You see two people arguing with each other. One of them is wearing a bright green robe and the other one is wearing a bright red robe.
D10=3:A group of 2d4+2 mages are on their way to the city. They will try to get a job as a wizard or sorcerer. They will ask for advice from the players.
D10=4:An old woman approaches the party. She says she has lost her cat. She is looking for it everywhere and she's desperate because it's her only companion. If players ask her to describe her cat, they will realize that she is describing a griffin that she has been keeping in her backyard.
D10=5:The rarest desert butterfly flutters by, leaving behind cryptic flutters in the sand which ancient scholars interpret as hidden messages.
D10=6:An ancient temple has been uncovered in the desert. It is filled with dangerous traps and puzzles.
D10=7:A basilisk basks in the sun on top of a large rock, ignoring the party unless approached.
D10=8:Druid - A lone Druid is wandering through the desert, searching for a specific plant that grows in the desert. He will trade any information he has about the desert for water, food and shelter from the storm. He will also offer to lead the party to an oasis if they will help him find the plant he is looking for.
D10=9:A small pyramid, half-buried in the sand, where an idle earth elemental seems focused on preserving its structure.
D10=10:The players come across a large encampment of nomadic humanoids. They are friendly, but suspicious of outsiders. They will allow the players to stay the night but will not let them leave unless they can help them with a problem they are facing.
d100 = 90
D10=1:Spotting an oasis that turns out to be "Mirage Cinema!"
D10=2:Among the dunes, you stumble upon sacred etchings carved into stone, depicting scenes of the Assyrian king Ashurbanipal's victories. The history of a thousand battles painted under the sky's canvas invites you to ponder the passage of time.
D10=3:Echoes of lost clanging can be heard as spiked wheel traps activate inadvertently. Investigating leads the party to the remains of old mechanisms meant for war.
D10=4:Caravaners fleeing in haste carry news of a demonic uprising in a neighboring kingdom, warning all to take heed.
D10=5:A group of goblins on sand sleds challenge the players to a race; the winner will gain safe passage through their territory, but losing comes with squishing consequences.
D10=6:The players come across a group of 2d6+4 soldiers who are laying in wait for a caravan to pass. The soldiers will warn the players not to enter the desert. Two giant jerks named Juge and Gute will pass in a few hours. If the players don't take heed of his warning, this soldier will attack them.
D10=7:A crevice hiding the nest of a nocturnal sand wraith.
D10=8:A shimmering heat haze creates strange, wavering images on the horizon.
D10=9:An uprooted tree marking the burial mound of a sand spirit.
D10=10:A shimmering scimitar half-buried in the sand calls out telepathically to whoever approaches, but it comes with a dark curse hungering for the soul of its wielder.
d100 = 91
D10=1:A kindly elderly trader offers them rare goods for a fair price. In the night, players discover the trader is actually an ancient dragon under a guise, investigating mortal affairs for reasons yet unknown.
D10=2:A giant sandworm is eating its way across the desert. If approached, it will attack.
D10=3:A pile of rocks reveals a hidden burrow for a desert creature.
D10=4:The players come across an abandoned campfire. If they look around, they will find several valuable items hidden in sand around the campsite. These items can be anything from silverware to gems to jewelry to weapons and armor.
D10=5:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
D10=6:A relentless sunburned nomad insists he saw a fat merchant cart riding a very confused elephant but refuses to elaborate, leaving you with a moral quandary of seeking or ignoring.
D10=7:A distant procession of monks, barefoot and grimacing yet determined to cross the desert without water, provides inspiration or sheer puzzlement.
D10=8:The players come across a mysterious temple which seems to have some kind of dark power emanating from within.
D10=9:A solitary fig tree stands in the desert, and beneath it, a hermit who claims to be hundreds of years old. He offers cryptic wisdom in exchange for any news from the outside world.
D10=10:The party finds a forgotten oasis in the desert. It is filled with lush vegetation and strange creatures. The water in the oasis has magical healing powers and will restore any lost health to any creature that drinks from it.
d100 = 92
D10=1:A group of bandits are raiding a nearby village. They will attack anyone who tries to stop them.
D10=2:A group of 1d10+5 men are traveling on donkeys across the desert. They are on a mission for a local sheik. They will trade with players for one day before continuing their journey.
D10=3:The smell of something burning lingers in the air, though no fire is visible.
D10=4:The party meets a group of wandering monks in the desert. They are looking for a lost temple and will reward the players for any information they can provide about its location.
D10=5:A young child appears seemingly out of nowhere, claiming to be a royal heir to an ancient desert kingdom. Twist: They're a shape-shifting trickster testing the party’s morality for their enigmatic master.
D10=6:Tremors shake the desert as a pack of basilisk lizards emerges. The group must use combined stealth and combat tactics to avoid their petrifying gaze and subdue these majestic creatures.
D10=7:Burnt patches on the sand indicate the resting spot of a celestial dragon spirit.
D10=8:The rustle of parchment reveals a buried manuscript detailing the fall and curse of a desert-spanning empire.
D10=9:Discovering a "Desert Spa Day – Enjoy the Heat!"
D10=10:The party discovers a powerful magical artifact buried in the sand.
d100 = 93
D10=1:Players find an abandoned fishing net in the sand. Stranger still, it sways as though underwater. Mundane scrutiny exposes it hailing from an order tracking both empirical tides and ancient desert floods.
D10=2:A group of nomads are seen riding across the sand dunes with their camels. They are carrying various goods along with them.
D10=3:You encounter a group of nomads who are searching for a lost city in the desert, and will reward players who can help them find it.
D10=4:A roadrunner challenges the players to a "Fast Feet Duel."
D10=5:A tribe of desert dwellers, whose culture revolves around the worship of giant antlions that can open gateways to other realms, invite you to participate in their rituals.
D10=6:An ancient dragon carcass half-buried in the sand.
D10=7:A group of nomads are wandering through the desert, and will trade items with players if they can solve a riddle.
D10=8:The pungent scent of a manticore's recent hunt.
D10=9:The sands part to reveal a gleaming, ornate lamp. When rubbed, a djinn appears, offering a single wish. Twist: The wish granted also triggers an unforeseen, opposing effect somewhere else in the world.
D10=10:A carpet of flowers inexplicably blooms overnight in the harsh desert sands. The flowers sing a hypnotic, enchanting tune. Twist: The flowers feed on emotions, emitting spores to keep their prey docile.
d100 = 94
D10=1:The relentless sun reveals a shimmering mirage that leads to an abandoned temple half-buried in the sands. Inside, harmless but mischievous spirits may show the way to hidden relics or play tricks on them.
D10=2:Ghostly Chorus - A chorus of ghosts appears and begins to sing. The song is beautiful, but also sad and nostalgic. The ghosts are not hostile, but they will not communicate with the party and will not move on until the song is finished.
D10=3:Near high sands, a neglected tethered well illustrates the perils of hoarding. Opening it risks premature burial by sands or releasing spirits casting their vengeance severing embers, representing far larger spiritual conflicts unresolved.
D10=4:The faint, sweet scent of blooming desert roses draws you to a lush crater. Lurking beneath, however, are venomous flora and a serene, deadly beauty.
D10=5:Desert colossi frozen in sand hold hidden primarily mundane directives at the edges of showcased larger legends grounded in plausible mundane-soaked realms.
D10=6:An old woman approaches the party. She says she has lost her cat. She is looking for it everywhere and she's desperate because it's her only companion. If players ask her to describe her cat, they will realize that she is describing a griffin that she has been keeping in her backyard.
D10=7:An oasis has been discovered in the desert. It is rumored to contain a powerful artifact.
D10=8:You see a lone horseman galloping across the dunes. He is carrying a lance and wearing armor. Two other horsemen can be seen behind him. He is riding fast and has a look of desperation on his face. One of the scrambling horsemen behind him slips and falls on the sand, then gets up and continues chasing him.
D10=9:A group of 4d8 humans who have been turned into ghouls by necromancers have been ordered to attack any comers...
D10=10:The sand suddenly shifts beneath your feet, revealing a massive sinkhole. The group must work together to avoid falling in and possibly find a way to climb out if anyone does.
d100 = 95
D10=1:Drenched sands all but recede underfoot revealing transient emissaries cryptically associated bestowing imperative yet anonymous artifacts entwined into progressive dynasties entrenched.
D10=3:Near high sands, a neglected tethered well illustrates the perils of hoarding. Opening it risks premature burial by sands or releasing spirits casting their vengeance severing embers, representing far larger spiritual conflicts unresolved.
D10=4:A group of bandits are riding horses across the desert. The horses are tired and the bandits are lost.
D10=5:An elderly wanderer collapses nearby, pleading for water. Saving him might reveal hidden lore about the desert’s past.
D10=6:The party encounters a giant sand giant who is convinced they are stealing his treasure.
D10=7:The players come across a large encampment of nomadic humanoids. They are friendly, but suspicious of outsiders. They will allow the players to stay the night but will not let them leave unless they can help them with a problem they are facing.
D10=8:A group of 1d4 giant spiders are hunting in the area. They will attack anyone who gets too close to them.
D10=9:A powerful wizard is searching the desert for an ancient artifact. He needs the party's help in finding it.
D10=10:The party meets an old man who tells them of an ancient legend hidden in the desert.
d100 = 96
D10=1:A group of bandits are holding up a caravan. They are demanding valuables. They are holding up the caravan for as long as possible.
D10=2:At dusk, the party discovers an ancient stone pillar etched with mysterious runes. Touching the stone causes a mild earthquake that unearths a sand-trapped cavern. Descending into the cavern reveals trickster spirits eager to play harmless but disturbing pranks.
D10=3:Amidst the blowing sand, the party can see an old ruin. It is the ruins of an ancient temple, long since ruined by the desert sands. Inside, a powerful Djinn resides.
D10=4:Their path crosses a rare desert bloom area, carpeted with a breathtaking expanse of wildflowers, a stark, splendid contrast typical of desert beauty.
D10=5:The shade from a palm tree seems preternaturally elongated and oddly directional, offering guidance perhaps too convenient to be trusted.
D10=6:The rarest desert butterfly flutters by, leaving behind cryptic flutters in the sand which ancient scholars interpret as hidden messages.
D10=7:The remnants of a great battle suggest the presence of legendary combatants, but no such figures remain.
D10=8:You find a group of bandits who have set up camp in a ruined temple. They will attack anyone who tries to enter the temple.
D10=9:The players find a city made of sandstone. It is inhabited by a tribe of gnolls led by a gnoll named Goram, who will fight to the death.
D10=10:A group of 1d20 nomads approach the players. They are friendly, but they want to trade with the players. They want to trade one of their camels for one of the players' horses or mules.
d100 = 97
D10=1:Crowdsourced palm readings by a lofty hermit palm tree resonate earnestly with half-hearted fortune-telling.
D10=2:An unseen presence causes players' shadows to appear as monstrous forms momentarily.
D10=3:A group of humans is walking across the desert, carrying boxes of gold. They are not sure what they will find when they get to their destination.
D10=4:Suspiciously shaped shadows hinting at a lurking yuan-ti.
D10=5:The remains of a once-great water channel still hold murky puddles. However, approaching too closely might disturb venomous snakes hiding within.
D10=6:Players come across an oasis. It has a large, marble statue in the middle of it. The statue is of a man with the head of a snake. If players bring the statue a sacrifice, they will be granted three wishes by the serpent god.
D10=7:A group of bandits is raiding a nearby caravan. They are led by a mysterious figure cloaked in a deep, red robe. The bandits are harvesting the goods of the caravan, and will attack anyone who gets too close.
D10=8:An arrogant desert prince challenges you to a fair duel, his court watching keenly, ostensibly over an ownership dispute of an oasis.
D10=9:A shimmering field of glass stretches out before you, created from a long-ago meteoric impact. Strange flora and fauna have adapted to live in this crystal desert.
D10=10:A group of robbers are surrounding an elderly person, demanding that they turn over their money.
d100 = 98
D10=1:The party comes across an ancient ruin that contains a magical relic which can be used to control the desert wind.
D10=2:Peaceful whirls of fireflies guide you to a serene hollow where ancient olive trees from the Levant, gnarled and ancient, weave tales of the gods themselves through the air.
D10=3:They meet another group of travelers sun-stroked and babbling about a miraculous rain-woman who never appears, reflecting the dire straits of desperate imaginations.
D10=4:A lone cactus, expertly disguised, turns out to be one very grumpy mimic that preys on thirsty adventurers.
D10=5:The players hear a voice calling out from the desert. It is a merchant who has been lost for days and is asking for help getting back to civilization. If the players help him, he will reward them with a magical item he has been carrying.
D10=6:A lone stargazer on his stone obelisk observatory offers a view of the heavens, recounting how ancient empires used stars for guidance across these vast expanses.
D10=7:You see two large sandworms fighting in the distance. They will attack anyone who gets too close.
D10=8:You discover a long-buried trove of letters and journals from explorers who disappeared centuries ago. Their writings predict future events or locations with uncanny accuracy.
D10=9:A meditation circle of stones offers a place for reflection and meditation, the energies of the place seemingly enhancing the tranquility.
D10=10:The faint sound of battle drums can be heard over the dunes as a raiding party of 2d4 gnolls stalks unseen, waiting for the opportune moment to strike.
d100 = 99
D10=1:A surging tidal wave of sand leads to the illustration of an enormous clock standing alone, each tick resounding ominously as it counts down to something cataclysmic.
D10=2:A series of rock pools offer a chance encounter with exotic desert fish and plant life thriving in these hidden watery sanctuaries.
D10=3:The party finds an old temple hidden in the sand, and discovers a powerful genie trapped inside.
D10=4:An ancient warrior's statue overlooks the horizon, which upon touch reveals secret messages about the genie war.
D10=5:A group of 2d6+2 gnolls are hunting. They attack anyone who approaches their camp.
D10=6:In the dead of night, the players see a line of torches moving swiftly through the desert. As they investigate, they find them to be held by undead warriors patrolling their ancient kingdom’s borders. Twist: These undead are searching for a long-lost relic that the players may already possess.
D10=7:A ruined temple with a petrified iron dragon guardian.
D10=8:The sight of distant lightning offers either a natural phenomenon or magical interference from secret spellcasters of the desert.
D10=9:You run into a group of three halfling thieves. They have stolen a donkey and are trying to sell it to some bandits. The bandits are on their way to rob some merchants. The halflings are going to sell the donkey to the bandits who are going to rob the merchants. The merchants are on their way to buy some horses from some elves. The elves are going to buy some water from some dwarves. The dwarves are going to buy some food from some humans. The humans are on their way to trade with some gnomes. The gnomes are on their way to help some humans who are trying to tame an animal that looks like a large cat with wings. Whew! Small world!
D10=10:The ground rumbles beneath their feet as a subterranean wyrm breaches the sands, moving with serpentine grace and challenging their claim to traverse its domain.
d100 = 100
D10=1:The party discovers a large group of undead soldiers, who have come from a distant land to fight in the desert.
D10=2:At an oasis, a trio of nomads argues over who has rights to the dwindling water supply. Their fierce tempers hint at deeper tribal conflict in the area.
D10=3:You come across an abandoned city in the desert. Inside is a powerful magical artifact that can grant any wish.
D10=4:At dusk, stones etched with intricate maps point, outlining particular yet mundane trails trailing broader desert ambitions pursued through ancient motives.
D10=5:A trio of ghostly Bedouin warriors on spectral steeds charge across the sands, re-enacting a centuries-old vendetta destined to repeat until their spirits find peace.
D10=6:A faint trail of smoke suggests a distant fire or camp.
D10=7:The air feels heavy as a storm brews on the distant horizon.
D10=8:A mirage duplicates the surrounding terrain, playing tricks on their eyes.
D10=9:Their path crosses with a half-mad hermit proselytizing about an imminent apocalypse, undoubtedly with pamphlets for sale, leaving players to consider or ridicule his fervor.
D10=10:A lost and frenzied explorer offers the party maps to a buried treasure while warning them of the colossal sand golem that guards it.
Use this table with the rest of Doungim's D&D 5e toolkit
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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