A complete D&D 5e random encounter table for desert scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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 D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Desert encounter table
d100 = 1
D6=1:The characters find a group of halflings and half-elves traveling along the road, headed in the direction of the tomb. They're dressed in bright clothing and are heading in the direction of the tomb. They're from a nearby village and they're all hoping to be hired as guards.
D6=2:The hollow sound of wind through canyons becomes a strange, echoing tune.
D6=3:Oasis - The party finds an oasis filled with palm trees, fruit trees and an underground spring. The valley is filled with snakes, lizards and small desert mammals that the party can hunt and eat. There is also a small cave filled with strange green crystals that give off light when touched. The crystals are worth a small amount of gold each but have no other value.
D6=4:The sun rises, painting the sky in spectacular shades of pink and orange.
D6=5:A group of men are arguing over how to divide up the territory they own in the nearby desert.
D6=6:A distant roar of a territorial chimera.
d100 = 2
D6=1:Ancient war drumbeats resonating through the air.
D6=2: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.
D6=3: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.
D6=4:Players come across a lone kraken in the middle of the desert. It will attack if it feels threatened.
D6=5:Glowing tracks of a giant desert worm lead from one dune to another, but no worm is seen.
D6=6:A distorted voice calls out from beneath the sands, warning of a graveyard not of bones, but lost hearthstones, resonating with emotion and memory.
d100 = 3
D6=1:Whispering winds that speak of an ancient warlord.
D6=2:Upon a solitary rock, chipped and weathered by time, rests an old bronze sword from the time of Alexander the Great. It gleams faintly in the sunlight, waiting to share its history with those who listen.
D6=3:You find an old temple that is said to be haunted by the spirit of a powerful cleric.
D6=4:Ruins where an ancient hydra slumbered.
D6=5:A large stone slab provides a resting place out of the sand.
D6=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.
d100 = 4
D6=1: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.
D6=2:The bright flash of a genie's newly-liberated lamp.
D6=3:A small oasis has been discovered by some travelers. It is rumored to be filled with magical healing waters.
D6=4:The party finds a strange portal in the desert. If they are brave enough to enter, they will find themselves in an alternate dimension filled with strange creatures and powerful magical artifacts.
D6=5:The party sees an overturned caravan in the distance. A dead horse is nearby, and a nearby campfire is still burning. Nearby, the ground is pock-marked with the tracks of a large animal. If the players investigate, they will find a group of bandits who have been killed by giant rats. If the players camp here, they will be attacked by giant rats.
D6=6:The players come across a small village. The villagers are gathered in the town square and are arguing with a middle-aged man. The man is holding a small, wooden box and is trying to sell it to the villagers.
d100 = 5
D6=1:A cluster of ancient olive trees—a rarity in such a harsh climate—stands as testament to the agricultural prowess of lost Andalusian tribes who once cultivated the desert’s harsh soil.
D6=2:You find a strange pyramid in the desert that is filled with puzzles, traps, and powerful magical creatures that must be defeated in order to access its secrets.
D6=3:A roadrunner zooms by with a scroll inviting them to a "Speed Dating" event. Pun intended.
D6=4:A group of bandits are fighting a group of nomads. The players can join in, help either side, or ignore them and keep going.
D6=5:A mirage replaces your reflection with intense critique on polemic adventures undertaken, accentuating nonexistent pitfalls.
D6=6:A trickster jinni offers three ‘nonlethal’ wishes that somehow become vital moral dilemmas by the time the sun sets.
d100 = 6
D6=1:The party discovers an old caravan which contains a map leading to a lost city in the desert.
D6=2:The grim remains of a sand worm's digestion pit.
D6=3:Dune shadows reveal the dancing of fleeting sand-wraiths. Engaging them might beguile you with visions of treasure or oblivion.
D6=4:A skeletal mound of behemoth bones aging in the sun.
D6=5:Caravan - A small caravan of traders approaches the party, hoping to hire them as guards or mercenaries to protect their goods from being stolen by bandits or wild animals. If a party member has the Merchant background, they can try to negotiate a better deal for the traders or even rob them blind and sell their goods elsewhere for a greater profit!
D6=6:Discovering "Sand-Sational Sunhats" for sale.
d100 = 7
D6=1:The air feels heavy as a storm brews on the distant horizon.
D6=2:A crevice hiding the nest of a nocturnal sand wraith.
D6=3:A group of 2d6 men are walking down the road, carrying a large chest. The men are members of a thieves' guild, and they're transporting their latest haul to an underground auction.
D6=4:You find a mysterious lantern sticking out of the sand. When lit, it reveals hidden texts and images that spoke of things long lost or prophecies yet to come.
D6=5:Discovering a naturally formed rock arch, the players marvel at the intricate and almost deliberate seeming formations, suggesting unknown forces at work in the creation of this breathtaking structure.
D6=6: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.
d100 = 8
D6=1: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.
D6=2: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.
D6=3:You see a large caravan in the distance. It is a merchant caravan heading to a nearby city. The caravan is guarded by 3d4+2 human guards.
D6=4:Desert colossi frozen in sand hold hidden primarily mundane directives at the edges of showcased larger legends grounded in plausible mundane-soaked realms.
D6=5:The melancholic song of a lost siren echoing through the dunes.
D6=6:You come across a circle of odd stones that seem to whisper secrets about nearby buried treasure whenever the wind blows just right.
d100 = 9
D6=1:Shimmering cacti sometimes caught on fire, hinting at a fiery elemental’s occasional rest stop.
D6=2:The party sees a group of men and women. They are carrying sacks of grain. They are heading toward a nearby town.
D6=3:Vultures overhead unexpectedly drop strange pamphlets auctioning somewhat dubious bits of lost desert traveller wisdom.
D6=4:Two giant eagles fly over the players' heads. The eagles are carrying a large, golden chest filled with gold coins, gems, and jewels. The eagles are carrying the chest as if it's nothing. The chest has a small lock on it and appears to be held shut by magic.
D6=5:Stumbling upon a "Desert Spa and Mirage Baths."
D6=6:The party sees a group of men in robes dancing around in a circle. If they approach, the men will attack with magic.
d100 = 10
D6=1:Sharp, cold eyes from beneath the dunes suggest an ethereal snake hunting for intruders, leaving the party with the dilemma of fighting it or hoping it just slithers away.
D6=2:An abandoned ship lies half-buried, coated in barnacles and desert moss, far from any sea. Twist: The ship is a pocket of reality caught in a temporal loop, and they must navigate its deck to break the cycle.
D6=3: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.
D6=4:Players hear a haunting melody carried on the wind, leading them to a beautiful young woman singing in the desert. Twist: She is an illusion hiding a nest of hungry desert drakes lying in wait.
D6=5:Players come across a large lizard. It is stuck in the sand. If players push it, it will fall over. If players push it again, it will get up and attack them.
D6=6:Lost jewelry sparkles in the sand, promising the presence of a blue dragon's hoard that isn't quite there.
d100 = 11
D6=1: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.
D6=2:On the horizon, the party sees a group of riders approaching. As they come closer, the party can see that they are a group of barbarians from the north. They are dressed in furs and leathers and are carrying axes and swords. Their leader is an older man. They approach the party and ask them to join them on a raid of a nearby village that is the home to a rival tribe.
D6=4:The sand gently hisses as the traces of an underground lava serpent dissipate.
D6=5:Two men are arguing about the location of a lost treasure. Their names are Bill and Bob. Bill claims it's hidden in a cave in the hills. Bob claims it's hidden in a cave in the mountains. One is lying.
D6=6:The shadow of a lone circling vulture feels oddly judgmental, tracking your progress with far too much disdain.
d100 = 12
D6=1:Crossing a particularly dry patch, the party steps upon and awakens a terminus nest, swarming spectral guardians who demand ancestral respect.
D6=2:A giant scorpion approaches but retreats harmlessly, as it carries a wounded, yet legendary sphinx on its back.
D6=3: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.
D6=4:A group of humans approach the players, asking them for help. One of their number has been bitten by a deadly snake and is dying. The only antidote is found in the city. If saved, he promises to reward each player with 1d20 gold pieces if they meet him in the city when they have time to talk (about 10 days at max). This man's name is 'Tom', by the way, and he's actually working for an adventuring party in town.
D6=5:A group of men are arguing over how to divide up the loot they stole from a nearby town.
D6=6:A giant sinkhole suddenly appears before you. Down in its depths, you can see an underground lake glimmering with bioluminescent algae. An ethereal voice calls out from below, pleading for aid.
d100 = 13
D6=1:The players find a group of 4d6 bandits in the desert, who will attempt to rob them of their valuables and possessions.
D6=2:A group of 2d6+8 men and women, dressed as desert nomads, stop the party and demand one of their horses. If refused, they will attack with their fists and claws like savage animals until they get what they want!
D6=3:The tracks of a massive lizard lead to a dried-up watering hole. Following them reveals a desperate creature caught in a snare, left by poachers who might return at any moment.
D6=4:An intricate mosaic of colored stones randomly found in the desert tells a story of a forthcoming celestial event that may alter the natural world.
D6=5:Crossing a stony plateau, the characters are pelted by animated pebbles that seem to particularly enjoy getting into boots, more annoying than dangerous.
D6=6:A narrow canyon's walls reverberate with chilling winds. Traversing it awakens a nest of 2d4 screeching bat-like creatures.
d100 = 14
D6=1:The adventurers come across a small settlement where the people are worshipping a statue of a god they do not recognize.
D6=2: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.
D6=3:The players meet a sand artist signing autographs, "Live, Laugh, Sand!"
D6=4:A giant scorpion attacks the players as they walk across the desert.
D6=5: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.
D6=6:Cold, still air occasionally punctuates the heat, implying the passing presence of a frost elemental.
d100 = 15
D6=1:In the shimmering heat, the adventurers spot what seems to be an oasis – an illusion concocted by two playful air elementals whose idea of fun involves deceiving thirsty travelers.
D6=2:Players find a strange dungeon made of sand. Inside, they find strange animals made of sand that are attacking each other. Inside of one is a strange red gem. If players take it, they will be attacked by a sand golem made of sand that was once an animal like the others inside of the dungeon. The sand golem will approach them and ask for back for his gem. If players refuse, he will attack them. If players accept and return it to him, he will not attack them. He will then offer to sell them his other gems. If players refuse to buy his gems, he will attack them.
D6=3:Tired, dirty man sits, muttering to himself. He is a soldier of the Old Kingdom, who is on patrol. If approached, he will demand to see the players' papers. He's a cranky, old soldier who was out of the loop.
D6=4:A group of men and women are walking across the desert. They are wearing ragged clothes. They are carrying sacks of grain on their shoulders. They are looking for work. They will ask the players for work.
D6=5:Giant claw marks scar the dunes, hinting at the passage of an ancient dragon.
D6=6:An old, crumbling map whimsically suggests treasure guarded by ancient serpents now long gone.
d100 = 16
D6=1:The sun rises, painting the sky in spectacular shades of pink and orange.
D6=2: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.
D6=3:You find a strange pyramid in the desert that is filled with puzzles, traps, and powerful magical creatures that must be defeated in order to access its secrets.
D6=4: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.
D6=5:The players encounter a giant stone finger pointing into the distance labeled "Point of Interest."
D6=6:Three thieves are looting the bodies of the dead goblins.
d100 = 17
D6=1:Moving sand dunes create a natural, flowing landscape around players, almost dancing and shifting with the gentle breeze.
D6=2:The dragonflies here are particularly irate and large, and one insists on defending its territory with the ferocity of a tiny, airborne knight.
D6=3:The party encounters the frail figure of a cursed prince, unable to perish until his curse is lifted by consuming a specific desert flower said to bloom in moonlight.
D6=4:The desert heat exacerbates a flock of oversized birds, who provide noisy yet safe shade – if players can tolerate their messy company.
D6=5: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.
D6=6:The sun scorches wasted fields – where wise, mundane seats of knowledge possess strewn relics hinting at personal commerce tied consciously to desert lore.
d100 = 18
D6=1:As midday shadows exact their peak, the party feels vague familiar relief spotting an adorned camel-rider army ceaseless bearings. Trades occur with strategic insights relating geopolitical tensions off the figurative maps of tribal belts.
D6=2:A massive fossilized skeleton of a Leviathan extends for miles, part of a long-forgotten and dried-up sea. Strange creatures now make their homes in the bones' marrow.
D6=3:Stumbling upon desert monks chanting, "Stay cool, keep it sandacious."
D6=4: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.
D6=5: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.
D6=6:A magical signpost reading, "All routes lead to more sand."
d100 = 19
D6=1:Desert spirits commune around you in the form of unresponsive and lazily meandering shadows.
D6=2:Ruins where an ancient hydra slumbered.
D6=3: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.
D6=4:Petroglyphs on a rock tell ancient stories of those who once traveled here.
D6=5: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.
D6=6: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.
d100 = 20
D6=1:The distant call of a traveling merchant’s bell briefly offers a hopeful distraction.
D6=2: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.
D6=3:An enormous footprint left by a long-gone dragon serves as a clear reminder of its territory.
D6=4:A narrow canyon's walls reverberate with chilling winds. Traversing it awakens a nest of 2d4 screeching bat-like creatures.
D6=5:Ancient war drumbeats resonating through the air.
D6=6:A grove of ancient date trees stands eerily in a sea of sand, conspicuously untouched by time. The date farmers living here reveal mundane conspiracies regarding the Emperor's hoarded food stores.
d100 = 21
D6=1: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.
D6=2:Players come across an old graveyard. As they investigate, they will find out that this graveyard is actually a prison for powerful undead creatures.
D6=3: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.
D6=4:They encounter an astronomer obsessed with a celestial event that happens but once in centuries. His fervent quest to observe brings them to precarious cliffs above the sandstorm plains where 2d6 vultures circle. The sight is both beautiful and deadly, casting reflections on dreams pursued into oblivion.
D6=5: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.
D6=6:The players come across a group of bandits who have captured a merchant caravan.
d100 = 22
D6=1:A man with no tongue approaches the party, begging for food. He is trying to get to a city.
D6=2:A well-trodden path leads you to the remnants of an ancient Indian caravanserai, complete with stone carvings and a fountain that once provided solace to weary travelers.
D6=3:A sudden gust of wind whips up sand, briefly blurring vision and stinging exposed skin.
D6=4: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.
D6=5:Embers of a recent campfire betrays another traveler's presence, with small wooden idols indicating an affinity for strange deity rituals.
D6=6:A small, dry spring with no water in sight, yet evidence that it once flowed.
d100 = 23
D6=1:A group of bandits are planning a raid on a local village. They are trying to decide if they should steal horses, take jewels, or take women. They will let players join in on the raid if they do a favor for them.
D6=2:The sun setting casts the shadow of a roc soaring across the horizon, though no bird can be seen.
D6=3:Four giraffes walk by, munching on shrubs and bushes.
D6=4:A sandstorm is sweeping through the desert, stirring up an army of skeletons and mummies.
D6=5:Exhausted whispers of the desert wind bring a tune of bygone eras. Seemingly mundane tasks echo greater truths, as hidden markers reveal bits of the forgotten past.
D6=6:When a mad priest dies, his spirit possesses another mad priest in the group. The new mad priest is slightly different, but the players won't notice...
d100 = 24
D6=1:They find a rare desert orchid blooming amongst rocks, its colors a stark but beautiful contrast to the surrounding sands.
D6=2:The party comes across an ancient temple in the middle of the desert. Inside, they find a powerful relic guarded by a fierce dragon.
D6=3:A dead oasis guarded by a spirit naga.
D6=4:The party sees a group of 10 Zan pirates. The Zan pirates are dressed in black cloaks and hoods. The Zan pirates are riding on horses. The Zan pirates are scouting the desert for a caravan to attack. The Zan pirates see the party, and attack!
D6=5:You discover a hidden oasis in the desert that is home to a powerful creature who will grant players one wish if they can answer its riddle.
D6=6:Scorch marks on the rock faces hint at resting spots for long-gone fire drakes, leaving only whispers in the wind behind them.
d100 = 25
D6=1: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.
D6=2:As the party is walking through the desert, they come across a strange stone altar. If they interact with it, they will be able to summon a powerful elemental from the depths of the desert.
D6=3:Hissing whispers fill the air as they cross into an area suffused with the fearful essence of the Almighty Desert God’s shrine in ruin. Paying heed or moving on might tickle the intent of the gods.
D6=4:Glowing tracks of a giant desert worm lead from one dune to another, but no worm is seen.
D6=5: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.
D6=6: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.
d100 = 26
D6=1:Just as thirst becomes unbearable, a sorcerer materializes and offers to conjure water in exchange for a story, but each tale must be increasingly convincing to keep his interest.
D6=2: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.
D6=3:A group of 1d4+1 mummies are slowly walking across the desert. If the players don't move away, the mummies will attack them.
D6=4: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.
D6=5:A gust of wind blows sand into the party's food, making their rations as gritty and unappetizing as one of Granny Weatherwax's stews gone wrong.
D6=6:The characteristic buzz of a desert bee hive can be faintly heard.
d100 = 27
D6=1:A small band of 3d4 hobgoblins are laying in ambush in the sand. They are lying in wait for a merchant caravan traveling through the desert.
D6=2:Curious burrowing beetles diagnose your reasons for desert travel with clinical detachment.
D6=3:In the depths of the night, the party hears shifting sands and discovers a hive of ants. The ants are transporting small, glimmering crystals. Following their path might reveal a primitive trade nexus overseen by desert kobolds.
D6=4:When camped, starlight agentry plays deceptive tricks, but occasional lucid clarity reveals luminous patterns. Players discern hidden sky glyphs translating into cryptic messages—an ancient traveler's diary, deciphered, hints at historical myth.
D6=5: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.
D6=6:The party comes across a large oasis, but it is guarded by a powerful green dragon. The dragon will try to bargain and will offer rewards in exchange for the players performing various tasks.
d100 = 28
D6=1:The players come across a large creature in the desert, who is actually a powerful wizard in disguise. He will offer rewards in exchange for the players helping him with a task.
D6=2:The sound of a flute is heard. If players approach, they will find a robed figure sitting on the ground playing a flute. The figure is a faerie, who will talk with the players for a short time before disappearing in a puff of smoke.
D6=3:The faint outline of a demigod’s footstep fossilized in sandstone.
D6=4:The players hear a voice: "Why did the sand blush? Because the tide saw it."
D6=5:Giant Scorpions - The party comes across a large scorpion with a body as big as a horse and an enormous tail that is as long as a man is tall.
D6=6:An ordinary night watch is disrupted by the distant howling of desert wolves. The howls echo through the dunes, gradually coming closer, growing into a terrifying cacophony that tests the resolve of even the boldest soul. One wolf seems larger and leads the rest, its fur gleaming silver under the moonlight.
d100 = 29
D6=1: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.
D6=2:Ancient ruins' shifting sands reveal a cursed sarcophagus. Releasing the mummy inside awakens its undead servants. A coordinated blend of combat and divine magic is crucial to quell this horror.
D6=3:A group of madmen called the Madmen of the Old Ways are attacking nearby towns. They are armed with swords, shields, and bolt throwers. They are led by a mad priest.
D6=4:A group of 2d6+3 thieves are looking for an easy target - they will attack players if they have anything worth stealing.
D6=5:The players see a mirage of a beautiful oasis in the distance, but as they get closer it disappears.
D6=6:You see a group of 2d4+2 lizardfolk in the distance. They are hunting in the desert.
d100 = 30
D6=1:A lone halfling sits atop a nearby hill, screaming at the top of his lungs. He is wearing a bright red robe.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:Tiny figures amidst dunes hint subplot for grander elements suitable for equally smaller or boundless worlds overall impact.
D6=6:You encounter an intricately woven tapestry fluttering in the wind, left behind by a passing desert tribe. Patterns on it tell the tale of the Queen of Sheba’s journey through the arid wilderness.
d100 = 31
D6=1: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.
D6=2:A group of 1d4 bandits have set up camp near an oasis. They will attack anyone who gets too close to their camp.
D6=3:A group of merchants are transporting a load of goods. They are transporting spices, silk, and gems. Players can buy the goods for cheap if they talk to the merchants.
D6=4:Footprints in the sand lead to a worn figure clutching parchments of outlawed written language. They beg for protection from pursuers allegedly backed by a powerful desert wizard. Ignoring them might warrant temporary peace or hidden regret.
D6=5:Protective cloaks against heat manufactured by obscure groups allegedly preventing fatigued mirages represent effective demand.
D6=6: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.
d100 = 32
D6=1:A distant, ancient pyramid looms over the horizon, inviting curiosity and a sense of historical significance.
D6=2:A group of 2d6+5 humans 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 them.
D6=3:The players come across a small village. The villagers are gathered in the town square and are arguing with a middle-aged man. The man is holding a small, wooden box and is trying to sell it to the villagers.
D6=4:The fine silken threads of a spider queen's lair.
D6=5: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.
D6=6:You come across a pit fight arena where lizardfolk and desert beasts are pitted against each other. The crowd consists of robed figures placing bets of strange and otherworldly currencies.
d100 = 33
D6=1: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.
D6=2:An oddly straight line of cacti extends across your path, arranged in a manner that hints at ancient land-sculpting practices.
D6=3:Trudging through endless sands, the party feels the tremors of an approaching sandworm. The massive creature seeks water just as they do.
D6=4:They chance upon an elder's isolated camp where they pare simple herbs, mundane spices from earlier traverses marking intricate overarching charts disclosing hidden wanderers.
D6=5:A group of 2d6 bandits are heading away from a nearby town. They are looking to plunder the town; they will attack anyone in their way.
D6=6:An assemblage of human-sized rock formations takes the shape of an accidental labyrinth, ancient wind-carved sandstone inviting explorations.
d100 = 34
D6=1:The players come across a group of 2d6+4 Olde World Barbarians who are looking for a new home. They are extremely hostile to outsiders and will attack the players on sight.
D6=2:A sudden tremor splits the ground ahead, revealing a seemingly bottomless crevice. The air around it smells faintly of ancient magic.
D6=3: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.
D6=4:The sound of distant drums can be heard nearby. No one is there when the characters investigate.
D6=5:The players come across a group of 4d6 wild animals who will attack them if they get too close. The animals appear to be under some sort of enchantment, and it is up to the players to figure out what is happening and how to break the enchantment.
D6=6:The players encounter "Desert Dancers: Have a Bow."
d100 = 35
D6=1: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.
D6=2:An ancient engraved pillar stands solitary in the sands, its script translation oscillating between valuable truth and inscrutable nonsense.
D6=3:A small cluster of abandoned tents serves as the warning for a nearby worm colony. Approaching is ill-advised, yet curiosities persist.
D6=4:In the center of the desert, the party sees a large pool of water. The pool of water is an illusion created by the wizard Argannon.
D6=5:An eerie silence signaling the domain of an invisible stalker.
D6=6:An arrogant desert prince challenges you to a fair duel, his court watching keenly, ostensibly over an ownership dispute of an oasis.
d100 = 36
D6=1:They discover an engraved wheel noting dates and symbols, linking cosmology with the desert's past grand extreme climate events.
D6=2:A giant sandworm is eating its way across the desert. If approached, it will attack.
D6=3:The players see an army of a thousand ants marching across the desert. An army of humans is behind the ants, watching to see what the players do. The humans will attack the players if they attack the ants. The ants are considered gods in this part of the world.
D6=4: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.
D6=5:You come across a strange oasis with a pool of magical water that can heal any wounds or illnesses.
D6=6:A group of 2d6+2 bandits approach the players. They want to rob the players.
d100 = 37
D6=1: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.
D6=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.
D6=3:The distant call of a traveling merchant’s bell briefly offers a hopeful distraction.
D6=4:Players encounter a prophet in a small, remote desert temple who offers to read their future. Twist: Each reading alters their fate in small, barely noticeable ways that build over time.
D6=5: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.
D6=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.
d100 = 38
D6=1:The players meet a traveling bard who sings tragic songs of lost love and forgotten glories. He reveals that his lover was a priestess trapped by an ancient curse. Only by descending into the temple and defeating 2d4 mummies can her spirit be freed. The players must decide if they will confront this grave danger to bring peace to a wandering soul.
D6=2:A derelict well offers water contaminated with a strange, metallic taste. Local rumors about cursed mines in the south whisper of such tainted sources.
D6=3:Discovering "Sand-Sational Sunhats" for sale.
D6=4:A small, silver box is found, it has a small chain attached to it. When the players put the chain around their neck, they will hear a small voice in their ear. The voice will ask them to free it and it will tell them where it is being held captive. If they follow the voice's directions, they will find an angry genie.
D6=5:A hidden cave filled with basilisks.
D6=6:The hissing sound of a lurking amphisbaena.
d100 = 39
D6=1:Trudging through endless sands, the party feels the tremors of an approaching sandworm. The massive creature seeks water just as they do.
D6=2:An ancient, weathered signpost points the way to a nearby village.
D6=3:The sound of distant drums can be heard nearby. No one is there when the characters investigate.
D6=4:An eerie glow of trapped souls in a lich’s stone.
D6=5:A lone vulture perches on a sign saying, "Free desert tours. No prey, no gain."
D6=6: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.
d100 = 40
D6=1: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.
D6=2:You find an old temple that is said to be haunted by the spirit of a powerful cleric.
D6=3:A lone halfling sits atop a nearby hill, screaming at the top of his lungs. He is wearing a bright red robe.
D6=4:A group of 2d6+4 giant scorpions roam the desert, attacking any creatures that pass by.
D6=5: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.
D6=6:A dusty flask filled with enigmatic yet mundane remedies bear marks emphasizing many nomadic campaigns converging present to apparent mundane unburdened transactions.
d100 = 41
D6=1:A group of 1d10+10 men are traveling on camels across the desert. If players ask, they are on a mission for a local sheik. They will trade with players for one day before continuing their journey.
D6=2:A wyvern nest atop a distant mesa.
D6=3:The players come upon a circle of standing stones, a sacred site of power and tranquility where they can offer prayers, thoughts, and find a moment's peace.
D6=4:A group of 2d6+2 bandits approach the players. They want to rob the players.
D6=5:The players come across an old shrine that has been long forgotten. The shrine is full of strange symbols and writings.
D6=6:The marks of celestial shards in simple charred dunes imbue small tales suggesting mundane ephemeral thoughts – so broad but mundane.
d100 = 42
D6=1: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.
D6=2: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.
D6=3:The treacherous dunes lead to a stark, solitary tree—a skeleton tree. Its roots guard beneath a hollow filled with collected memories and perhaps a simple creature waiting.
D6=4:You find a powerful djinn, who will offer to grant one wish to those who can answer his riddle.
D6=5:The players find an old sundial with a sassy, "Time flies when you're having sand."
D6=6:The night is punctuated by flashes of light dancing across the sky. On investigation, the northern lights are caused by some eldritch energy at play over the ancient ruins of a once-powerful desert civilization.
d100 = 43
D6=1:A sandstorm unearths an ancient mosaic that tells an all-too-familiar tragic tale of a civilization similar to theirs, suggesting they may be nearing a similar fate if they’re not careful.
D6=2:Freshly cracked terracotta jars reveal an impromptu desert market, run by doomsday-orating kobolds insistent on your immediate participation.
D6=3:A concealed trapdoor reveals a hidden sanctuary used by an exiled noble. His need for protection and information on the outside world creates potential alliances.
D6=4: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.
D6=5:An eerie song draws the party towards an ancient stone circle, partially buried. The melodies seem to weave stories of old battles won and lost.
D6=6:The wind whispers in Elvish, revealing fragments of an ancient tale about an elemental titan.
d100 = 44
D6=1:A sand dune conceals a statue. The statue is of an unknown god. It looks like it was chiseled by dwarves.
D6=2:A stretch of endless dunes rectifies an isolated crumbling explore post— rumors circulate that lost desert artifacts unsettle as echoes unfold from their pursuit. Ancient scrawl guides might unravel an elder catastrophe-sealed pact.
D6=3:A camel lobby to "Hump for Hope."
D6=4:A paladin kneels in prayer upon a dune, meditating upon memories of an epic desert battle against chaotic forces.
D6=5:The heat of midday creates a deceptive dance of light and shadow.
D6=6:A lone bandit attacks the party and then runs away.
d100 = 45
D6=1:The group encounters a nomadic tribe who tests their worthiness with a series of physical and intellectual challenges. Cooperation is key to winning the favor and possibly gaining valuable allies.
D6=2: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.
D6=3:Trial and error from a hobby alchemist's assistant culminates in a vibrant, glowing patch of sand, questioning every ounce of your survival preparedness.
D6=4:Stones seem to avoid the sole surviving water source, which only holds enough liquid for a notable bribe to whichever party member claims it first.
D6=5: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.
D6=6:The party spots a cluster of ancient, weathered statues half-buried in sand. Strangely, they resemble people from various walks of life, hinting at long-forgotten sorcery.
d100 = 46
D6=1:A group of 3d6 men are searching for a lost companion. If players get involved, the other men will ask if they have seen their missing companion. If players get involved, the men will ask the players to help them search for the missing companion. If players get involved, the men will attack them.
D6=2:Among the whispering dunes, you find a single pair of sandals—perfectly preserved and crafted from ancient palm fibers—reminiscent of those worn by the legendary desert prophet Jonah.
D6=3:A group of 1d4 giant scorpions are hunting in the area. They will attack anyone who gets too close to them.
D6=4:The party sees a group of men in robes dancing around in a circle. If they approach, the men will attack with magic.
D6=5:A lost and frenzied explorer offers the party maps to a buried treasure while warning them of the colossal sand golem that guards it.
D6=6:A mirage reveals a beautiful city, supposedly lost beneath the sands. As the players approach, they are confronted by 1d4 wyverns protecting the ruins. A survivor from the city’s fall offers to share secrets if they help him retrieve a keepsake. He reveals sorrowful truths about the city's fate and the larger conspiracies of desert politics.
d100 = 47
D6=1:You come across an ancient city in the desert that has been abandoned for centuries, and is now inhabited by strange creatures and powerful artifacts.
D6=2:You find a group of bandits trying to steal from a caravan of merchants. They must be stopped before they can get away.
D6=3:The players meet a sand artist signing autographs, "Live, Laugh, Sand!"
D6=4: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.
D6=5:In a secluded valley, you stumble upon remnants of a famous Silk Road waypoint, with ornate jade figurines and remnants of fine silks scattered about.
D6=6:A giant scorpion approaches but retreats harmlessly, as it carries a wounded, yet legendary sphinx on its back.
d100 = 48
D6=1:A group of 2d20 merchants are traveling through the desert. They are transporting a cart full of sheep and goats. They are lead by a halfling named Wil, who will fight if attacked.
D6=2:An oasis appears before you, surrounded by strange silver trees that bear fruit with powerful healing properties. A guardian phoenix roosting here offers a feather for those who prove their worth.
D6=3:Footsteps long obliterated by the sands lead to a half-buried, rune-carved stone shelf. Within that shelf, there are ancient but resilient scrolls that mention a buried city of wisdom and its treasure—the prophecy so mundane that belief feels like foolishness.
D6=4:They find a weather-beaten old map, hinting at long-forgotten treasures.
D6=5:A group of madmen called the Madmen of the Old Ways are in league with the Ghouls of the Old Ways. They attack towns and leave their victims to the ghouls...
D6=6:An unusual fiesta spirits dawn travelers welcome with confetti-colored sand invading protective measures in whimsical jubilation.
d100 = 49
D6=1: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.
D6=2:A single Indian bonsai, centuries old, grows in a miniature pot nestled in the sand. Careful inspection reveals it to be left by a sage, bringing mysticism to the still sands.
D6=3:The party hears tragic tales sung by invisible minstrels, mostly about the comedians lost to the sands, giving a not-so-subtle hint about taking the desert too lightly.
D6=4:The players come across an old man in the desert who tells them about an ancient temple nearby that is filled with powerful magical artifacts. If they can find it, they will be rewarded with one of those artifacts.
D6=5: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.
D6=6:A talking skeleton recounts his days as a dragon steward but can provide no evidence.
d100 = 50
D6=1:The players discover an ancient, sun-bleached skeleton holding the remnants of a journal. The journal recounts the last days of a desperate caravan lost in the sands. Nearby, 3d6 sand wolves lurk, drawn by the scent of carrion. The players must decide whether to bury the remains respectfully or leave and face the wolves.
D6=2: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.
D6=3:The tinkling laughter of an invisible imp.
D6=4:Warm, flickering lights outline the vague contour of a resting salamander spirit.
D6=5:A cluster of small lizards scurries across the hot sand, seeking shade.
D6=6:A toppled statue of an efreeti general.
d100 = 51
D6=1:A group of five men, each wearing robes and carrying staffs, are walking across the desert. They are looking for something or someone. If the players approach, they will ask them if they have seen anything strange or out of place. They will then ask for directions to a city. They are actually cultists looking for a lost temple to their god.
D6=2:An ancient temple has been uncovered in the desert. It is filled with dangerous traps and puzzles.
D6=3:A lone roc circles high above but makes no move to attack, just watching curiously.
D6=4:A pungent odor leads the party to a skunk-like desert creature with the unfortunate aim, resulting in the decision to risk stinking for days or fleeing without supplies.
D6=5:The party comes across an ancient temple in the middle of the desert. Inside, they find a powerful relic guarded by a fierce dragon.
D6=6:The players come across a large oasis. At first it seems peaceful, but soon they realize that a large group of orcs are living in the oasis and they are not friendly.
d100 = 52
D6=1:An oasis appears, lush and serene. However, it harbors an ancient Naga who has sworn to guard the perceived paradise from any who dare sip its waters.
D6=2: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.
D6=3: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.
D6=4:A mirage of a cool, serene lake entices them, only for the characters to discover it’s the illusion cast by a bored phoenix just looking for a chat – at a safe distance.
D6=5: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.
D6=6:Charred remains of a once-small village lie ahead. Investigating reveals clues of an attack by fire-wielding invaders.
d100 = 53
D6=1:As the party travels through the desert, they come across an old and withered skeleton, seemingly made of sand. If they inspect it, they will find that it is the remains of a sand giant who had been cursed by a witch long ago.
D6=2:The party stumbles upon a large area of dead grass that is about 200 feet in diameter. There are no footprints in or out of this area and no animals or insects are seen or heard nearby. If players investigate, they will find the bodies of 4d8 humanoids with their throats slit and their blood drained from their bodies. These were some of the victims of a vampire who has been stalking this region for the past few weeks.
D6=3: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.
D6=4: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.
D6=5:You stumble upon a secluded hot spring oasis where several fae-like creatures are debating weighty matters of the desert. They may offer their magic for solving riddles or completing tasks.
D6=6:The day's heat is broken by a cool, unexpected evening breeze.
d100 = 54
D6=1:A large vulture circles overhead. It is looking for carrion.
D6=2:Green bursts breach fiercely; the area masks hypnotic smells that entrench adventuring senses. Infinite stroll illusions hold trials close-met intruding on regional folklore explaining only solvable in fraction by an astute interpretation of legends.
D6=3:The sound of distant drums can be heard nearby. No one is there when the characters investigate.
D6=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.
D6=5:Players find a caravanserai. Staying here allows them rest and refreshment, but they notice that each item they touch leaves an indelible, glowing mark on their bodies. Twist: They must figure out how to cleanse these marks before local desert spirits take notice.
D6=6:You see a giant sandstorm approaching. Those who are caught up in it will experience visions of their past and future.
d100 = 55
D6=1:Players come across a skeleton of a large lizard. It has two swords sticking out of its back. If players pull out the swords, the skeleton will come back to life.
D6=2: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.
D6=3:A giant sinkhole suddenly appears before you. Down in its depths, you can see an underground lake glimmering with bioluminescent algae. An ethereal voice calls out from below, pleading for aid.
D6=4:A tranquil night's sleep envelops the players as they camp in the desert. However, they wake to find items rearranged and subtle clues inscribed in the sand, suggesting someone—or something—had been watching them.
D6=5:The players encounter an old hermit living in a quiet cave, offering wisdom in exchange for news from the outside world. The hermit turns out to be a retired wizard whose last spell, if asked for, can either offer great aid or unleash an uncontrollable consequence.
D6=6:A sequence of small, hidden caves offers unexpected refuge but house nocturnal desert drakes whose tempers are especially fickle.
d100 = 56
D6=1:A passing sandstorm momentarily clears to reveal tracks of a massive sand dragon—recently awakened, it could spell disaster for any caught unawares.
D6=2:A group of 2d6+2 desert rats appear and begin attacking any living creatures around them.
D6=3:You see a group of 2d4+2 lizardfolk in the distance. They are hunting in the desert.
D6=4:A clear trail leads the party to a crumbled, half-buried ziggurat. The chilling aura evokes whispers of old cults who reveled in sand necromancy connecting ancient pyramid history and allegory.
D6=5:The desert heat exacerbates a flock of oversized birds, who provide noisy yet safe shade – if players can tolerate their messy company.
D6=6:A wandering bard serenades his only friend, a sun-drenched tortoise, with tales of cooler climes.
d100 = 57
D6=1:A cairn marking the resting place of a sarlac worm.
D6=2:Players come across an old wizard who is in search of a powerful artifact. The wizard will offer a reward if the players can find it for him.
D6=3:The winds reveal an ancient malachite amulet shaped like a serpent, hinting at ancestral worship practices that predate modernity and cultures.
D6=4:A petulant fire spirit manifests, demanding to be entertained or risk scorching the entire region. It enjoys riddles, music, and particularly well-told stories.
D6=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.
D6=6:A mirage duplicates the surrounding terrain, playing tricks on their eyes.
d100 = 58
D6=1:A magical sandstorm is causing the desert to come alive. The sand is shifting and forming into strange shapes and creatures.
D6=2: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.
D6=3:A group of strange travelers is walking down the road. They appear to be headed towards some unknown destination.
D6=4:A thin, wispy cloud offers a fleeting reprieve from the sun.
D6=5:The sound of distant desert fae laughter.
D6=6:A basilisk basks in the sun on top of a large rock, ignoring the party unless approached.
d100 = 59
D6=1:A pack of jackalweres hunting near an ancient ruin.
D6=2:The shadow of a large rock formation offers a temporary escape from the blistering sun.
D6=3:A small, dry riverbed weaves through the sand.
D6=4: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.
D6=5:Cave paintings depicting the defeat of a monstrous tarrasque.
D6=6: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.
d100 = 60
D6=1:A sand storm is brewing, and the players must find shelter quickly or else be trapped in it.
D6=2:At the edge of a vast salt flat, the party finds a solitary temple sunk halfway into the ground, haunted by the spirits of those who sought eternal knowledge.
D6=3: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.
D6=4:They stumble upon a petrified forest, the surreal landscape revealing an ancient forest now turned to stone, enigmatic in its stillness.
D6=5:Burnt patches on the sand indicate the resting spot of a celestial dragon spirit.
D6=6: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.
d100 = 61
D6=1:Discovering "Sand-Sational Sunhats" for sale.
D6=2:The party stumbles upon a hidden valley which is home to a powerful necromancer.
D6=3:In the distance, the players can see a giant sandstorm on the horizon. If they choose to brave the storm and make their way through, they will find a hidden oasis.
D6=4:A gentle breeze brings the faint sound of distant music, almost like a whisper.
D6=5: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.
D6=6:Upon disturbing what looks like a simple sand heap, you unwittingly awaken a rather annoyed air elemental who prefers its naps uninterrupted.
d100 = 62
D6=1:Encountering a tribe of wandering desert creatures performing ritual dances, the party finds themselves invited into a mystical trance revealing their intertwined fates.
D6=2:The party sees a small village in the distance. As the party gets closer, they see that the village is abandoned. The village is made of sandstone bricks. The Zan have taken over this village, and it is now a Zan outpost.
D6=3:An unseen presence causes players' shadows to appear as monstrous forms momentarily.
D6=4:A large dragon is seen flying in the sky, leaving a trail of smoke behind it.
D6=5:A group of 2d6+2 soldiers from the local city-state are escorting a group of 2d6+2 prisoners to the city-state prisons.
D6=6: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.
d100 = 63
D6=1: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.
D6=2:The dull hum from forgotten mundane elixirs weave rich personal histories in tips garnered by somewhat cautious roamers’ poignant trivial truths.
D6=3:A wizened grandma out for her daily desert walk demands a rematch in a chess game, swearing she can beat reference-time with constructs she has named.
D6=4: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.
D6=5:A group of halflings have been terrorized by a living scarecrow.
D6=6: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.
d100 = 64
D6=1: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.
D6=2:The shadow of a large rock formation offers a temporary escape from the blistering sun.
D6=3:The players come across a field of poppies. They are enchanted, and if anyone touches them, they will fall asleep.
D6=4:In the dead of night, while stars glimmer overhead, an apparition of an ancient scholar appears, sharing forbidden knowledge at the cost of unsettling dreams.
D6=5:A group of 2d20 merchants are traveling through the desert. They are transporting a cart full of sheep and goats. They are lead by a halfling named Wil, who will fight if attacked.
D6=6:The desert heat exacerbates a flock of oversized birds, who provide noisy yet safe shade – if players can tolerate their messy company.
d100 = 65
D6=1:A group of 10 Zan warriors are riding through the desert, scouting for caravans to attack. The Zan warriors are wearing black cloaks and hoods, which cover their faces and bodies.
D6=2:An enormous scorpion, its carapace shimmering like polished obsidian, emerges from beneath the sands, seemingly guarding something buried deep below.
D6=3:As the party is walking through the desert, they come across a strange stone altar. If they interact with it, they will be able to summon a powerful elemental from the depths of the desert.
D6=4:A slender pillar of black stone juts from the sand with inscriptions foretelling cataclysmic events, eerily recent yet faintly reminiscent of earlier prophecies.
D6=5:A pack of wild dogs, gaunt from hunger and driven mad by thirst, surrounds the group. Displaying food or water either leads to a tense standoff or the dogs devouring an unlucky prey animal they pinned earlier in the dunes.
D6=6:The players discover a long-abandoned temple buried under the sands. Within its crumbling halls, a once-mighty genie lies bound by cruel enchantments. He pleads for release but warns that doing so will anger 2d6 sand wyrms, ancient guardians of his prison. The genie offers boon or curse, heavily weighted by his tragic history.
d100 = 66
D6=1:Shifting sand dunes reveal glimpses of something buried long ago.
D6=2:A traveling circus called "Sand Sensations!"
D6=3:The party sees a group of men and women. They are heading toward a nearby town. They are carrying sacks of grain.
D6=4:They come across a peaceable and small herd of wild horses galloping across the sands, their untamed beauty a mesmerizing sight.
D6=5:The players come across a large, abandoned temple in the middle of the desert. Inside, they find a powerful magical artifact that has been dormant for centuries. The artifact requires a special key that the players will have to find in order to unlock its power.
D6=6:The adventurers come across an old shrine dedicated to an unknown god. The shrine is surrounded by strange symbols and runes.
d100 = 67
D6=1:The shadow of a cloud briefly casts shade over them, then moves away.
D6=2:An old signpost stands visibly askew, humorously directing travelers to places with names like 'Lost Hope,' 'Old Misery,' indicating some desert humorist was having a bad day.
D6=3:A group of 4d4+4 elven archers are seen practicing their archery skills in an open area of the desert. They will attack any non-elven beings with open hostility.
D6=4:The players find "Oasis Air Fresheners: Scents of the Sahara!"
D6=5:Oasis - The party finds an oasis filled with palm trees, fruit trees and an underground spring. The valley is filled with snakes, lizards and small desert mammals that the party can hunt and eat. There is also a small cave filled with strange green crystals that give off light when touched. The crystals are worth a small amount of gold each but have no other value.
D6=6:A group of 4d8 hyenas are hunting. They will attack anyone who approaches them.
d100 = 68
D6=1:A man walks up to the players and asks them to help him kill a giant sand worm that is destroying his property. He will pay the players 100 gold pieces if they kill the sand worm. The man is actually a confidence trickster and will attack the players as soon as they leave his property.
D6=2: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.
D6=3:The monotonous sound of sand shifting underfoot is all they hear.
D6=4:You come across a small oasis that is home to a friendly tribe of nomads. They will offer the players food and shelter in exchange for some help with hunting.
D6=5:A lone bandit attacks the party and then runs away.
D6=6: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.
d100 = 69
D6=1:A light, sweet scent lingers in the air, left behind by an invisible fey spirit.
D6=2:The players come across an old stone ruin that is said to be the remains of an ancient civilization.
D6=3:A band of kobolds is seen worshipping a petrified skeleton of an ancient wyrm.
D6=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.
D6=5: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.
D6=6: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.
d100 = 70
D6=1:An abandoned camp shows signs of a recent dragonborn passing through but no legendary creature insight.
D6=2:The party stumbles upon a hidden valley which is home to a powerful necromancer.
D6=3:A large caravan is passing through the area. They are searching for a lost city in the desert.
D6=4: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.
D6=5:A traveling alchemist sells a magic potion that seems to quench thirst permanently. Twist: Though their need for water is gone, their shadows start to reveal hidden facets of their soul.
D6=6:Unrelenting sun rays incite an illusion. The blinding glare conceals a swift, silent nomad who extols imminent ambush, offering an enigmatic token for future allies to trust travelers or risk treachery.
D6=2:You see a man and woman arguing with each other. They both look like they're on their way to an important meeting. The woman is dressed in a bright green robe and the man is dressed in a bright yellow robe.
D6=3:A seer, resting atop a heap of failed prophecies, provides startlingly accurate but hilariously contextual fortunes for a small fee.
D6=4:The party sees a group of men who are dressed in robes and have turbans on their heads. They are arguing with a group of nomads who are trying to push them away from the well which belongs to the nomads.
D6=5:A group of adventurers are walking through the desert toward their destination. One of them suddenly collapses. The others rush to his aid, but he is dead. His comrades will then tell the players that they were on their way to the Tomb of the Mad Mage to retrieve treasure left behind by a mad wizard who died there many years ago. They will ask the players to go in their place and finish what they started, and they will give them some magic weapons and armor as payment.
D6=6:The winds reveal an ancient malachite amulet shaped like a serpent, hinting at ancestral worship practices that predate modernity and cultures.
D6=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.
D6=3: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'.
D6=4:A group of 4d4+4 elven archers are seen practicing their archery skills in an open area of the desert. They will attack any non-elven beings with open hostility.
D6=5:The players come across a cave with a magical force blocking the entrance. If they can determine the secret of the entrance, they will find a great treasure inside.
D6=6:You find a narrow oasis, where an alabaster statue of an Egyptian goddess Hathor, associated with love and joy, stands tall amidst the palm trees. The water here is cool and sweet, and the shade welcomes you into its fold.
d100 = 73
D6=1:A mirage of a distant waterfall leads the party into a labyrinthine series of sand sculpted formations, where a sphinx lies in wait, ready to pose its deadly riddles.
D6=2:Beggar - A beggar is walking through the desert, hoping to find someone kind enough to give him some water, food or money. He will follow the party for as long as he can, but will eventually give up and go away if he's ignored long enough.
D6=3:Dust mice pour elaborate but decisively fractured case studies on desert cryptid theory evolution.
D6=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.
D6=5: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.
D6=6: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.
d100 = 74
D6=1:Gigantic animal tracks lead the party to a well-hidden cave, providing potential shelter from the desert's wrath or a deadly confrontation.
D6=2:You see a man and woman arguing with each other. They both look like they're on their way to an important meeting. The woman is dressed in a bright green robe and the man is dressed in a bright yellow robe.
D6=3: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.
D6=4: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.
D6=5:An old but still-functional orrery half-buried in the sand aligns with the stars and celestial bodies. Turning its knobs reveals hidden treasure locations or awakens ancient guardians.
D6=6:A group of 5d4+10 humans are traveling along the road, headed toward the tomb. They are dressed in bright clothing and are traveling with a pack mule. They are all hoping to be hired as guards.
d100 = 75
D6=1:A group of 2d6+4 giant scorpions roam the desert, attacking any creatures that pass by.
D6=2:A giant sand basilisk is attacking a nearby village.
D6=3:The sound of distant desert fae laughter.
D6=4:An isolated oasis is guarded by a peaceful, meditating naga who offers cryptic wisdom.
D6=5:The players come across a large oasis. At first it seems peaceful, but soon they realize that a large group of orcs are living in the oasis and they are not friendly.
D6=6: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.
d100 = 76
D6=1:Giant claw marks scar the dunes, hinting at the passage of an ancient dragon.
D6=2: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.
D6=3:They witness a traveler struggling with a malfunctioning 'water-flask,' puffs of refreshing fumes, demanding intricate solutions or moral kindness.
D6=4: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.
D6=5:Amid scarred dunes, fractured pots hint at mundane, commonplace civilizations. Touching them could lead broader connections with trades far off and long charted.
D6=6:The players stumble upon a cactus with a sign saying, "Hug me, I'm soft!"... It's a prickly situation.
d100 = 77
D6=1:A group of 4d8 hyenas are hunting. They will attack anyone who approaches them.
D6=2:Shifting sand dunes reveal glimpses of something buried long ago.
D6=3:A small pack of desert foxes watches the party from a distance, curious but cautious.
D6=4:A rusted sword encased in the petrified remains of a cyclops.
D6=5:A giant sand basilisk is attacking a nearby village.
D6=6:A caravan's tale of a trapped efreeti in a golden lamp.
d100 = 78
D6=1:A series of rock pools offer a chance encounter with exotic desert fish and plant life thriving in these hidden watery sanctuaries.
D6=2: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.
D6=3:A large dust cloud is seen, and several men can be seen riding horses. As they get closer, it can be seen that they are Knights of the Old Order. They are looking for someone named 'Zandar the Barbarian'.
D6=4:A tribe of nomads are seen riding through the desert. They are on the hunt for a tribe of giant scorpions. They will hire the players to help them kill the scorpions if they come across them.
D6=5:Players find an oasis with a strange stone monument shaped like a hand sticking out of the water. The water tastes salty and has a strange blue tint to it. If players drink it, they will grow their nails and their hair will turn blue. If players use the water for cooking or bathing, it will turn everyone in the area into lizardfolk.
D6=6:You come across an abandoned city in the desert. Inside is a powerful magical artifact that can grant any wish.
d100 = 79
D6=1:You find an enchanted oasis that is home to a powerful creature who will grant players one wish if they can answer its riddle.
D6=2:A legendary floating market finally appears, gravitating between commerce dreamland and immediate need for caution.
D6=3:Eerie notes from wind chimes tethered between ruins reveal trickster elements at play, either fair fortune promise or utter mirages.
D6=4: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.
D6=5:The players come across a small oasis, where a group of peaceful hermits are living in harmony.
D6=6:A sleeping caravanserai offers a refuge for weary travelers, its walls sheltering them from the external elements and its courtyard a tranquil space for interaction.
d100 = 80
D6=1:A withered grove where time seems to stand still—perhaps a sign of a long-sated basilisk.
D6=2: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.
D6=3:A light, sweet scent lingers in the air, left behind by an invisible fey spirit.
D6=4: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.
D6=5:The party comes across a huge, ruined city. The city is full of 2d8+2 skeletons and zombies. These undead are being controlled by a level 2 necromancer who is trying to rebuild the city.
D6=6: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.
d100 = 81
D6=1:They discover an engraved wheel noting dates and symbols, linking cosmology with the desert's past grand extreme climate events.
D6=2:Stones seem to avoid the sole surviving water source, which only holds enough liquid for a notable bribe to whichever party member claims it first.
D6=3: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.
D6=4:A gentle slope rewards the climb with a better view of the surrounding area.
D6=5:Seeing a cactus scribbler, "In sand and awe-der."
D6=6:Singing dunes resonate with an ethereal melody when the wind blows just right. The song contains a hidden message or a map that leads to something of great importance.
d100 = 82
D6=1:A stone monument in guise of a squinting sphinx warns passersby, but no one nearby abides the ancient policy.
D6=2:They stop at a trading post where the atmosphere is relaxed and friendly, indulging in the rhythms of everyday desert life shared amicably over tea.
D6=3:A group of men is riding camels across the desert. The men are carrying boxes of gold, not knowing that a group of bandits are following them.
D6=4:An abandoned campsite with signs of a recent chimera raid.
D6=5:The adventurers come across an old shrine dedicated to an unknown god. The shrine is surrounded by strange symbols and runes.
D6=6:A group of tribal scouts are seen running through the desert. They are being chased by a pack of jackals. The jackals will attack anyone in sight.
d100 = 83
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:The night sky reveals an astonishing array of stars, undisturbed by light pollution.
D6=5:A group of 2d6 bandits are heading toward a nearby town. They are looking to make some money; they will try to steal from players.
D6=6:Scorched earth hinting at the presence of a pyrausta.
d100 = 84
D6=1: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.
D6=2:A group of bandits is riding through the desert. One of the bandits is injured. If players interfere, the bandits will attack them.
D6=3:At dusk, an ancient obelisk emerges from the sands, covered in glowing runes that detail an ancient pact made with the enigmatic beings of the stars.
D6=4:The adventurers come across empty skins and desolate human impressions grounding a simple tale of unknown wanderers whose far-reaching purpose waits mundanely towards deeper excavation.
D6=5:An unusually coherent sandstorm recounts the history of a buried city, but you must decipher its grainy voice amidst the winds.
D6=6:A sudden sandstorm overtakes the party, and as it recedes, they find themselves surrounded by ancient, half-buried ruins. Strange glyphs on the walls tell a story of a lost civilization that worshipped a forgotten sand deity.
d100 = 85
D6=1: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.
D6=2:An oasis populated by flamingos—long considered mystical and sacred—evokes thoughts of distant lands and preserved nature within the Reach of Nile cultures.
D6=3:An ancient curse causes the sand itself to rise and form into viscous, treacherous "living dunes" that attack anything that moves. The source of the curse must be found and lifted.
D6=4:A lone, hardy flower defiantly blooms among the desert rocks.
D6=5:Obsidian shards lie scattered. These remnants of a volcanic past house minor fire elementals that may either bless or burn.
D6=6:A grove of ancient date trees stands eerily in a sea of sand, conspicuously untouched by time. The date farmers living here reveal mundane conspiracies regarding the Emperor's hoarded food stores.
d100 = 86
D6=1:A group of men approach the party and ask for directions to a place. They will offer them a reward for their help.
D6=2:The hissing of an unseen snake alerts you. Following the sound, you find an entrance to a covered pit where toxins are brewed and shadowy transactions occur.
D6=3:A group of men are hunting for food. They have been lost for days. They are tired and hungry. If players get involved, the men will follow them and do what they say as long as they are alive.
D6=4:A small village is celebrating the harvest festival. A magic item is going to be auctioned off. A man named 'Fern' has put the item up for sale. He is old and wears a funny hat. He is hoping to get rich.
D6=5:A sudden shower of rain cools the day but quickly dries up.
D6=6:Discovering "Sand-Sational Sunhats" for sale.
d100 = 87
D6=1:From the top of a dune, the party spies a peculiar parade of giant lizards seemingly worshipping a golden hamster, presenting either an unprecedented zoological discovery or an elaborate desert god farce.
D6=2:The nibbling marks of a giant scarab beetle on ancient stones.
D6=3: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.
D6=4:In the soft twilight, shadowy figures of past heroes seem to walk alongside them for a moment, offering silent companionship and inspiration.
D6=5:Three thieves are looting the bodies of the dead goblins.
D6=6:A crystalline spring bubbling from a dragon’s resting spot.
d100 = 88
D6=1:A series of carved pictographs recount battles with mechanized constructs, offering clues to their buried remains.
D6=2:A merchant's corpse lies mummified by desert winds. On his body are maps leading to hidden oases and a warning of treacherous mirages that guard an uncharted passage through the dunes.
D6=3:A floating sign: "Desert Hotdog Stand: Frankly, the best!"
D6=4:An eerily quiet morning promises an unbearably hot day ahead.
D6=5:The air feels heavy as a storm brews on the distant horizon.
D6=6:A large boulder falls from the sky and crashes nearby.
d100 = 89
D6=1:The faint hum of an arcane protecting rune.
D6=2:The distant peaks of a mountain range appear on the horizon.
D6=3:A cactus knight offering a "Prickly Peace Pact."
D6=4:Starnight reveals an unusually bright constellation. A group of star-gazers nearby interprets it as a sign of fortune, inviting the party to join in stargazing and sharing tales of celestial omens - some true, most fanciful.
D6=5:A cool wind picks up just before dawn, providing brief comfort.
D6=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.
d100 = 90
D6=1:The faint glow of an imprisoned will-o'-wisp.
D6=2: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.
D6=3: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.
D6=4:A band of vultures circles overhead, eyeing the party.
D6=5:Stumbling across an oasis, players find a community of desert nomads who invite them to share their food and listen to their stories of desert spirits and ancient ruins.
D6=6:An ancient map, seemingly drawn with a combination of celestial and earthly elements, is blatantly exposed after a freak sandstorm. It speaks of an interdimensional rift.
d100 = 91
D6=1:You stumble upon a lone sand elemental. It is a guardian, and attacks.
D6=2: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.
D6=3:Constant, subtle vibrations hint at movements of a young sandworm, but none come near.
D6=4:An eagle flies by screaming, "Eagle eyes never lie!"
D6=5:Dust devils form in the distance. They look like tornadoes, and they're headed right toward the players.
D6=6:The party spots a distant figure darting in and out of sight. Upon closer inspection, it's a doppelgänger mimicking their own actions. Twist: The doppelgänger was created to study and eventually replace one of the players.
d100 = 92
D6=1:The party encounters a tiny scorpion, quickly scurrying to hide.
D6=2:The players come across a group of birds playing a desert version of "cardinals."
D6=3:An ancient temple has been discovered in the desert. It is filled with powerful magical artifacts and secrets.
D6=4:Barely noticeable among the dunes, a metallic gleam reflects the setting sun’s light. Closer inspection reveals it to be a relic from an old clergy with ties to desert myths it speaks of prophecies and ancient bonds.
D6=5:The seemingly mundane scuffle of sand beetles over insignificant items – worn-down trinkets of desert wanderers – hints at underlying mysteries about erosion and time.
D6=6: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.
d100 = 93
D6=1:Shimmering ancient relics embedded in sand hint at the presence of djinn who left them.
D6=2:Finding an enchanted hourglass counting backward.
D6=3:A skeleton wearing armor and carrying a sword is walking in the wrong direction.
D6=4:The air turns chillingly cold as night approaches, hinting at the approach of ethereal wraiths patrolling what they deem sacred grounds.
D6=5:The party encounters a wandering minstrel with tales of six accursed relics scattered throughout the dunes, each bestowing powerful, destructive abilities.
D6=6:A small clump of vines is found in the sand, bearing impossible fruit, possibly left by a mythical fae.
d100 = 94
D6=1:Players encounter a group of nomads who claim possession of an "ever-full" waterskin. Twist: The waterskin works but surfaces someone's most suppressed memory whenever water is drawn.
D6=2: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'.
D6=3: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.
D6=4:Amidst the dunes, you find a delicate piece of jewelry, a small golden scarab amulet. Etched in its back are hieroglyphs speaking of an ancient Egyptian love affair.
D6=5:A group of bandits, led by a small dragon, attempt to rob the party of their possessions.
D6=6:The players meet a traveling bard who sings tragic songs of lost love and forgotten glories. He reveals that his lover was a priestess trapped by an ancient curse. Only by descending into the temple and defeating 2d4 mummies can her spirit be freed. The players must decide if they will confront this grave danger to bring peace to a wandering soul.
d100 = 95
D6=1:A shimmering light in the distance resolves into a mirage hiding an actual watering hole, guarded by agitated giant ants marking their territory.
D6=2:A large dust cloud is seen, and several men can be seen riding horses. As they get closer, it can be seen that they are Knights of the Old Order. They are looking for someone named 'Zandar the Barbarian'.
D6=3:A blinding sandstorm descends as the ground beneath your feet shifts unnaturally, hinting at lost ruins beneath the sands.
D6=4: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.
D6=5:A column of smoke rises into the air in the distance.
D6=6: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.
d100 = 96
D6=1:The faint outline of a demigod’s footstep fossilized in sandstone.
D6=2:A talking skeleton recounts his days as a dragon steward but can provide no evidence.
D6=3:A thin, wispy cloud offers a fleeting reprieve from the sun.
D6=4:A group of people are sitting around a bonfire, singing a song about a local hero named 'Lord of All Creation'.
D6=5:A group of 4d4 bandits are camped in an Oasis...
D6=6:The pungent scent of a manticore's recent hunt.
d100 = 97
D6=1: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?
D6=2:A fox with a monocle runs a pop-up glamping service but has a dubious past as revealed through desert grapevine gossip.
D6=3:A distant procession of monks, barefoot and grimacing yet determined to cross the desert without water, provides inspiration or sheer puzzlement.
D6=4:Encountering a snake-charmer whose serpents whisper prophecies, the party learns of an approaching cataclysm linked to an ancient, buried artifact.
D6=5: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.
D6=6:The party comes across an oasis which is inhabited by a tribe of peaceful merfolk.
d100 = 98
D6=1:The players find petroglyphs etched into rock faces depicting stories of the desert gods and legendary beasts, a connection to the spiritually-touched past.
D6=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.
D6=3:A group of 2d4 giant beetles are digging their way across the desert. They will attack anyone who gets too close to them.
D6=4:A sudden cool breeze alleviates the sweltering heat for a brief moment.
D6=5: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.
D6=6:A delicate butterfly, glowing softly, flutters around the players, guiding them to a hidden spring. Drinking from the spring invigorates them, but also tie them to a fey contract they unwittingly agree to by drinking.
d100 = 99
D6=1: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.
D6=2:A train of antelope-like creatures leads the way to a tiny, fresh-water spring—if you can deter the 3d6 hyenas that quickly follow it.
D6=3:The players stumble upon a tribe of centaurs that have been living in the desert for centuries. They will offer to trade their powerful magic for food and supplies.
D6=4:A group of jovial merchants and their two donkeys are walking down the road. They seem to be on their way to a nearby market.
D6=5: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.
D6=6:The ground begins to shake slightly, suggesting a minor earthquake.
d100 = 100
D6=1:A camel caravan muttering, "Stop draggin' your feet, we're in this dune together."
D6=2: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.
D6=3:Skeleton of a gargantuan creature lies mostly buried, telling tales of titanic conflicts of the past.
D6=4:They catch a fragment of a glorious tapestry tangled in briars, implying either a royal extravaganza or a convoy’s reckless abandon.
D6=5:An ancient sun-dial, long forsaken by fabled witches, marks the convergence of mundane timings – portent for travel or misadventures by small stretches.
D6=6:A rolling dune as a mobile sand dune named "Frank the Bank."
Use this table with the rest of Doungim's D&D 5e toolkit
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