Skip to main content

D8 Desert Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for desert scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 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

  1. When the party enters a desert, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 Desert encounter table

d100 = 1

  1. D8=1:A thirst-maddened bard challenges travelers to a high-stakes rock-throwing contest with cryptic, life-changing rewards.
  2. D8=2:A lone stargazer on his stone obelisk observatory offers a view of the heavens, recounting how ancient empires used stars for guidance across these vast expanses.
  3. D8=3:The shadow of a circling manticore over a bone-laden desert.
  4. D8=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.
  5. D8=5:The party finds evidence of an old campsite, long abandoned.
  6. D8=6:A group of Tuareg warriors, famed for their indigo-dyed clothing, are resting in the shelter of a Cleopatra-like temple ruin, sharing stories of their forefathers who once roamed vast Saharan dunes.
  7. D8=7:The players stumble upon a snake oil salesman selling "Snake Oil! Cures what scales you!"
  8. D8=8:An old woman approaches the party. She says she has lost her cat. She is looking for it everywhere and she's desperate because it's her only companion. If players ask her to describe her cat, they will realize that she is describing a griffin that she has been keeping in her backyard.

d100 = 2

  1. D8=1:The players come across an ancient pyramid in the middle of the desert. It is guarded by a powerful magical creature that will offer rewards in exchange for assistance with a task.
  2. D8=2:A lone man wearing robes is standing just outside of the range of candlelight from the campfire. He carries no weapons or supplies and seems lost and confused about his surroundings. This is a desert spirit named Tyrelon who has been imprisoned for many years and has been recently freed by a bandit wizard named Kush who has been using him as a lackey since his release. Tyrelon has no memories of his past life and was turned into an unwilling thrall by Kush after his release from imprisonment. Tyrelon has been slowly regaining his memories since his release, but it will take a few days before he is fully free of Kush' control over him again.
  3. D8=3:You come across a group of lizard folk who are in search of their lost temple.
  4. D8=4:An eagle flies by screaming, "Eagle eyes never lie!"
  5. D8=5:A group of dark wizards appear and challenge the players to a magical duel.
  6. D8=6:Repelling dark shadows suggest footsteps of ethereal undead legends traversing the desert.
  7. D8=7:They encounter a stupendously large scorpion, an intimidation to local traffickers, somehow both nuisance control and local oddity magnified.
  8. D8=8:In a silent valley between dunes, the players are surrounded by statues of warriors with expressions of agony. A cursed medusa has been seeking redemption in the desert. Helping her lift the curse involves defeating her 1d4 basilisk pets and bringing her to a lost temple for atonement, all while facing moral questions about her past.

d100 = 3

  1. D8=1: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'.
  2. D8=2:A tarnished bridle once belonging to a sand knight.
  3. D8=3:They meet a sand-colored tabaxi who introduces herself as "Mistress of the Dunes" but seems more interested in sharing exaggerated tales of her adventures with the players.
  4. D8=4:A group of old men and women are sitting together talking and laughing. They are celebrating their recent victory over a nearby tribe of bandits.
  5. D8=5: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.
  6. D8=6:The swirling sands reveal patterns in the desert floor: a giant geoglyph, echoing the mysterious Nazca Lines of Peru, created by an ancient and unknown civilization.
  7. D8=7:Ambushed by 2d8 stealthy desert raiders, the group must quickly and effectively establish a battle strategy that leverages everyone's strengths to fend off the attackers.
  8. D8=8:Amid piles of shifting particles, the party retrieves a petrified compass with runes of the Old Empire. It points unwaveringly at something far beyond their immediate reach, triggering both curiosity and dread.

d100 = 4

  1. D8=1:The party sees a group of men in robes dancing around in a circle. If they approach, the men will attack with magic.
  2. D8=2:A group of 1d4+2 thieves are attempting to rob an oasis. They are hiding in bushes, and are waiting for the party to approach.
  3. D8=3:A missing village camel returns with extensive hieroglyphic tattoos, a collection of which will either spell out valuable ancient wisdom or, more likely, the equivalent of a pub crawl itinerary.
  4. D8=4:You come across a group of merchants who have been stranded in the desert. If the players help them find their way, they will be rewarded with gold.
  5. D8=5:A cactus knight offering a "Prickly Peace Pact."
  6. D8=6: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.
  7. D8=7:Warm, flickering lights outline the vague contour of a resting salamander spirit.
  8. D8=8:The players come across a tribe of nomads who offer them shelter and food if they will help them with a task.

d100 = 5

  1. D8=1:In a silent valley between dunes, the players are surrounded by statues of warriors with expressions of agony. A cursed medusa has been seeking redemption in the desert. Helping her lift the curse involves defeating her 1d4 basilisk pets and bringing her to a lost temple for atonement, all while facing moral questions about her past.
  2. D8=2:While crossing an immense, flat plateau, the players hear rhythmic drumming that gets louder as they advance. Twist: They find an abandoned city where the sands themselves pulse to the rhythm, attempting to enslave any who touch them.
  3. D8=3:The party sees a woman who is sitting beside the road. She is crying and she is holding a baby. She will ask the party to help her find her lost child. The child is hiding in the bushes nearby.
  4. D8=4:A giant scorpion attacks the players as they walk across the desert.
  5. D8=5:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
  6. D8=6:They find a rusty sword sticking out of an airless dune, whispering ancient warrior’s secrets to anyone brave enough to touch it, complicating the moral choice between a potentially cursed treasure or leaving well alone.
  7. D8=7:A lone man wearing robes is standing just outside of the range of candlelight from the campfire. He carries no weapons or supplies and seems lost and confused about his surroundings. This is a desert spirit named Tyrelon who has been imprisoned for many years and has been recently freed by a bandit wizard named Kush who has been using him as a lackey since his release. Tyrelon has no memories of his past life and was turned into an unwilling thrall by Kush after his release from imprisonment. Tyrelon has been slowly regaining his memories since his release, but it will take a few days before he is fully free of Kush' control over him again.
  8. D8=8:At night, an enigmatic stranger in full armor offers protection for the players to cross the desert safely. Twist: This protector is actually the spirit of a cursed knight, and freeing his spirit requires them to confront his ancient foes.

d100 = 6

  1. D8=1:The party sees a group of men approaching from the distance. As they get closer, the party can see that they are wearing armor and carrying swords and shields. They are a group of soldiers on patrol. The leader is an older man. They approach the party and ask them to help them with their patrol by joining them and offering them a reward.
  2. D8=2: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.
  3. D8=3:A pack of wild horses is running across the desert. They are being chased by a pack of wolves.
  4. D8=4:Players find themselves shadowed by a will-o'-the-wisp, persistently beckoning them away from their path to old ruins or shattered dreams.
  5. D8=5:You find a large desert city ruled by a powerful wizard, who will allow players access to the city in exchange for magical items.
  6. D8=6: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.
  7. D8=7:A group of nomads are seen riding across the sand dunes with their camels. They are carrying various goods along with them.
  8. D8=8:Mirages create false oases and distorted paths, leading the party into an area of quicksand. A careful escape needs coordination and steady nerves.

d100 = 7

  1. D8=1:A tribe of desert dwellers, whose culture revolves around the worship of giant antlions that can open gateways to other realms, invite you to participate in their rituals.
  2. D8=2:The players come across a wizard's tower, guarded by fierce constructs. The wizard will grant them rewards if they can defeat the constructs and make it inside.
  3. D8=3:The players come across an ancient ruin in the desert. Inside, they find a powerful artifact that is guarded by a powerful mummy.
  4. D8=4:Mirages create false oases and distorted paths, leading the party into an area of quicksand. A careful escape needs coordination and steady nerves.
  5. D8=5:The distant chime of a bell from a wandering bell golem.
  6. D8=6: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.
  7. D8=7:The chattering parrots commune silently across the shrikes. Birds of mundane magic ply their daily cryptic conversations removing simple truths of broader happenings in the world.
  8. D8=8:The players hear a loud scream. They see a woman. She is wearing expensive clothing. She is running away from a group of men wearing rags. They are trying to catch her and take her expensive clothes. The men in rags will attack the players if they try to help the woman.

d100 = 8

  1. D8=1:A small stone tablet is found by the players. On the tablet is a map and several locations have been marked on it. If the players follow the directions on the map, they will find a location with an underground tomb that is filled with treasure.
  2. D8=2:A horde of 4d6 giant scorpions emerges from the dunes, aggressively defending their territory. The group must coordinate their attacks and use tactics to avoid venomous stings.
  3. D8=3:A distant, ancient pyramid looms over the horizon, inviting curiosity and a sense of historical significance.
  4. D8=4:An abandoned ancient city slowly reclaimed by the desert whispers tales of guardian creatures now absent.
  5. D8=5:Players come across a large, wooden statue of a man. It's holding a sword. If the players bring a gold coin to the mouth of the statue, it will come alive and attack them.
  6. D8=6:On the outskirts of the desert, the party spies a small village made of mud and straw. When they draw closer, they find that the village is populated by a group of dark-skinned humans with large and powerful weapons.
  7. D8=7:The party come across a strange temple in the middle of the desert. Deep within, they find a powerful magical weapon that has been forgotten for centuries.
  8. D8=8: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.

d100 = 9

  1. D8=1:The players stumble upon an ancient, petrified forest rising out of the sands. There, they encounter an old druid who is the last guardian of this place. He seeks their aid in a ritual to restore the forest’s magic but warns it will attract 2d8 desert spirits furious at humankind. Completing the ritual might save the druid’s soul but endanger their lives.
  2. D8=2:The towering bones of a long-dead behemoth.
  3. D8=3:A group of 1d4 giant scorpions are hunting in the area. They will attack anyone who gets too close to them.
  4. D8=4:The distant peaks of a mountain range appear on the horizon.
  5. D8=5:You find a group of bandits that have captured a unicorn. The players must rescue it before it is killed.
  6. D8=6:The players encounter a giant footprint in the sand. A nearby sign reads, "Bigfoot was here—he's a sole survivor!"
  7. D8=7:A solitary minaret juts from the sands. Ascending it offers insight into an ancient desert watchtower once used to signal caravans.
  8. D8=8:A wizened hunter offers the party pieces of cured meat. In return, he seeks news of broader world conquests, especially those affecting his tribal lands.

d100 = 10

  1. D8=1:A sudden meteor shower leaves fragments of magical rock scattered around the players. Twist: Touching one gives a vision of the celestial beings who unjustly punished these fragments, pleading for freedom.
  2. D8=2:A group of men approach the party and ask for directions to a place. They will offer them a reward for their help.
  3. D8=3:A hidden cache of mismatched yet highly collectible desert gnome figurines boasts exactly one rare piece more valuable than its weight in gold.
  4. D8=4: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.
  5. D8=5:A mirage that resembles a pair of giant stone giants.
  6. D8=6:Scorched earth hinting at the presence of a pyrausta.
  7. D8=7:You see a giant sandstorm approaching. Those who are caught up in it will experience visions of their past and future.
  8. D8=8:A magical sandstorm is causing the desert to come alive. The sand is shifting and forming into strange shapes and creatures.

d100 = 11

  1. D8=1: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.
  2. D8=2:A common trading route reveals scattered trinkets, dropped in panic or haste. Careful tracking might reveal if the owner fled something far worse than heat.
  3. D8=3:Atop a small hill, the players come across an old tower. Inside, they find an ancient spellbook that contains powerful magical secrets.
  4. D8=4:A group of 3d6 men are hunting for food. They have been lost for days. They are tired and hungry. If players get involved, they will follow them and do what they say as long as they are alive.
  5. D8=5:A grand tournament is being held at a sandy coliseum where the sun never sets. Participants from across the realm compete in trials testing both physical and magical prowess.
  6. D8=6:The players find an ancient, weathered scroll buried in the sand that describes an incantation of flight. Twist: Using the spell attracts the attention of a sky-serpent who sees them as intruders of its domain.
  7. D8=7: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.
  8. D8=8:A friendly armadillo insists on guiding you but remembers critical directions only after time-wasting small talk.

d100 = 12

  1. D8=1:A man is standing on a nearby hill, yelling at the top of his lungs, 'Behold! I am Lord of All Creation!'
  2. D8=2:A large patrol of 2d4+2 hobgoblins is traveling across the desert sand in the direction of a nearby city. If they see the players they will attack.
  3. D8=3:A group of 2d8 giant birds fly overhead. They are rushing to the nearby mountain to escape from the approaching storm. They will avoid the party if they can.
  4. D8=4:A scorpion holding a sign: "Feeling stung? Tell me your tail!"
  5. D8=5: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.
  6. D8=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.
  7. D8=7:An ancient temple has been uncovered in the desert. It is filled with dangerous traps and puzzles.
  8. D8=8:A faint trail of smoke suggests a distant fire or camp.

d100 = 13

  1. D8=1:While traveling through the night, the party is ambushed by a vicious sandstorm. Through teamwork, they find shelter but face hours of eerie quiet and reflection.
  2. D8=2:The party comes across a strange, ancient temple. Inside is a massive stone statue of a forgotten god, its eyes glowing with a eerie blue light. If the players approach it, they will be able to hear a voice coming from the statue telling them a riddle. If they answer it correctly, they will be rewarded with a powerful magical weapon.
  3. D8=3:The players find a dried-up riverbed with a sign, "Ex-streamly dry!"
  4. D8=4:Drifting sand occasionally reveals smooth, shiny pebbles.
  5. D8=5:The dragonflies here are particularly irate and large, and one insists on defending its territory with the ferocity of a tiny, airborne knight.
  6. D8=6:In the distance, the players see a herd of gazelles grazing on the desert grass. If they approach, they will see that the herd is being led by a powerful magician.
  7. D8=7: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.
  8. D8=8: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.

d100 = 14

  1. D8=1:You accidentally interrupt a clandestine meeting of pigeon postmasters meticulously trade-secreting desert maps.
  2. D8=2:The party stumbles upon an ancient, crumbling waystation. A ghostly figure, bound to serve eternally, offers what little hospitality remains.
  3. D8=3: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.
  4. D8=4:As the party is walking through the desert, they come across a strange stone monolith. The monolith is made of a strange, shimmering metal and radiates an aura of powerful magic.
  5. D8=5:Players come across a large, wooden statue of a man. It's holding a sword. If the players bring a gold coin to the mouth of the statue, it will come alive and attack them.
  6. D8=6:Stumbling upon a skeleton with "I dug too deep."
  7. D8=7:A sculpture garden in the middle of nowhere, seemingly pointless but revealing the petrified victims of a gorgon.
  8. D8=8:You find a powerful mage, who needs help to complete a ritual that will restore a powerful artifact.

d100 = 15

  1. D8=1:Sand sculptures sporadically appear and vanish, hinting at a mischievous desert spirit.
  2. D8=2:Within an empty natural stone amphitheater, ancient elven chanting echoes without source. Following it might lead to the discovery of an elven relic.
  3. D8=3: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.
  4. D8=4:Melancholic tunes from a ghostly shepherd’s flute.
  5. D8=5:You find an enchanted oasis that is home to a powerful creature who will grant players one wish if they can answer its riddle.
  6. D8=6:The players come across a large oasis filled with lush vegetation and strange creatures.
  7. D8=7:An abandoned camp shows signs of a recent dragonborn passing through but no legendary creature insight.
  8. D8=8:A giant scorpion is crawling across the desert.

d100 = 16

  1. D8=1:The players come across an ancient ruin in the desert. Inside, they find a strange, magical artifact that has been dormant for many years. Activating it will unleash an ancient power that will either help... or be a pain. DM's choice!
  2. D8=2:Emergent reclaimed detailingly primal constructs verbose emphasizing shifts practiced echelons remotely guiding exact equivalence convergently exploring outstanding missives communal coherence.
  3. D8=3:A group of nomads are riding through the desert on their way to a new home. They will ask players for directions to the nearest town.
  4. D8=4:A large, flat rock provides a brief respite from the sun's rays.
  5. D8=5:The remnants of a chimera's battle.
  6. D8=6:The players come across a giant stone sphinx that is said to be guarding an ancient treasure.
  7. D8=7:As the players travel through the desert, they come across an oasis that is guarded by a powerful sand elemental. The elemental will try to bargain with the players for something valuable in exchange for safe passage.
  8. D8=8:A magical signpost reading, "All routes lead to more sand."

d100 = 17

  1. D8=1:A group of 2d4 men are heading towards the mountain to dig out a lost tomb. They will ask the party to help them dig out the tomb. If the party does, they will be rewarded with a magic item from inside the tomb.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=4:A group of bandits are riding horses. They are going to a nearby town to rob it.
  5. D8=5:Cresting a hill, the players see a distant dust cloud that quickly reveals itself to be a tribe of nomads on horseback. The nomads are wary and mostly autonomous, their life grounded in a culture of constant motion and bold claims of having communed with desert spirits.
  6. D8=6:The air feels heavy as a storm brews on the distant horizon.
  7. D8=7:A forgotten desert monastery houses the last acolyte of an order. She reveals that her brothers and sisters were taken by 3d6 cursed desert knights. She begs for their souls’ release or fall alone in prayer. This sacred quest reveals deeper truths about devotion, hopeless combat, and spiritual sacrifice.
  8. D8=8:A sudden stop reveals a hive of aggressive bees hidden in the desert rock, producing sweet honey that could both heal and serve as powerful trade goods.

d100 = 18

  1. D8=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.
  2. D8=2: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.
  3. D8=3:An ancient battlefield is strewn with weapons and armor that still hold lingering auras of their fallen wielders. Some items can be claimed, but a ritual must be performed to calm the restless spirits.
  4. D8=4:Emergent reclaimed detailingly primal constructs verbose emphasizing shifts practiced echelons remotely guiding exact equivalence convergently exploring outstanding missives communal coherence.
  5. D8=5:The players see a group of 2d6 farmers on their way back from a nearby town. They are carrying sacks of potatoes, carrots, and turnips.
  6. D8=6:Lizards attack. A group of 1d4+4 lizards attack. These lizards are poisonous and will attack the characters again 1d4 hours later. It's best to distract the players from this fact and get them to leave quickly.
  7. D8=7:An ancient temple has been uncovered in the desert. It is filled with dangerous traps and puzzles.
  8. D8=8:You find a group of cultists worshiping an ancient god, who will offer rewards if their rituals are completed successfully.

d100 = 19

  1. D8=1:The players hear noises in the distance. If they investigate, they find a group of 2d6 scouts from a nearby city. The scouts are looking for a lost child, and they will ask the players for help. The scouts are actually assassins trying to lure players into an ambush.
  2. D8=2:The cry of a distant bird, speculated to be a roc, echoes through the dunes but yields no visual.
  3. D8=3:They stumble upon an old, dried-up creek bed, leaving them wondering where the water went.
  4. D8=4:A group of halflings are holding up a caravan. They are demanding food and supplies. They are holding up the caravan for as long as possible. The halflings are part of a gang of bandits.
  5. D8=5:A distant war drum echoes across the night sky. Unearthing its source may reveal a hidden orcish war camp intent on conquest.
  6. D8=6:A peculiar formation of rocks resembling a coiled sea serpent.
  7. D8=7:A pack of jackalweres hunting near an ancient ruin.
  8. D8=8:A large, heavily-armored caravan is crossing the desert. Its leader will offer the players a job protecting it from bandits.

d100 = 20

  1. D8=1:A group of 1d4+3 lizardmen are hunting here, looking for prey.
  2. D8=2:A group of 2d4+2 men and women are traveling on camels across the desert. They are on a mission for a merchant from a nearby city. They will trade with players for one day before continuing their journey.
  3. D8=3:A small group of 2d6+5 lizardmen are walking across the desert. They are hunting for food or someone or something that has been terrorizing their tribe.
  4. D8=4:You find a group of cultists worshiping an ancient god, who will offer rewards if their rituals are completed successfully.
  5. D8=5:In the distance, a large temple is visible. As the adventurers approach, they see that it is guarded by a group of fierce warriors.
  6. D8=6:A group of bandits are attacking a village. They are trying to steal as much treasure as possible.
  7. D8=7:The wind carries the mournful song of a siren imprisoned in a ruined temple. She pleads for her release, promising to guide the players safely through the next leg of their journey. However, the temple is guarded by 2d4 giant scorpions and her freedom might unleash a greater evil upon the world.
  8. D8=8:The night sky reveals an astonishing array of stars, undisturbed by light pollution.

d100 = 21

  1. D8=1:The players encounter "Desert Dancers: Have a Bow."
  2. D8=2:A desert fox with flyers for the "Great Fox Chase: Catch me, if you can!"
  3. D8=3:Three thieves are looting the bodies of the dead goblins.
  4. D8=4:The air turns chillingly cold as night approaches, hinting at the approach of ethereal wraiths patrolling what they deem sacred grounds.
  5. D8=5:A quaint artisan market set up amidst stone ruins, travelers and craftsmen share their unique and beautiful creations with the players.
  6. D8=6: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.
  7. D8=7:A figure cloaked in shimmering cloths offers enigmatic riddles, each unveiling a path to riches or ruin, based solely on the choices made.
  8. D8=8: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.

d100 = 22

  1. D8=1:The hypnotic dance of a thousand grains of sand carried by the sirocco winds brings you to a hidden alcove, where a single monument lingers—an undisturbed Nabatean tomb.
  2. D8=2:A solitary sphinx blocks your path, its body mostly buried under the sands. It claims only those who can answer its riddle may pass; failure results in being led astray in the desert forever.
  3. D8=3:A fallen angel's feather buried in the sand.
  4. D8=4:An animated sand sculpture saying, "We all must crumb-le at some point."
  5. D8=5:A magical sandstorm is raging across the desert. It is causing sinkholes to open up and will blow adventurers off their feet if they attempt to pass through it.
  6. D8=6:A slender pillar of black stone juts from the sand with inscriptions foretelling cataclysmic events, eerily recent yet faintly reminiscent of earlier prophecies.
  7. D8=7:A blinding sandstorm descends as the ground beneath your feet shifts unnaturally, hinting at lost ruins beneath the sands.
  8. D8=8:A traveling circus called "Sand Sensations!"

d100 = 23

  1. D8=1:The players find a settlement made of sandstone. It is inhabited by 1d100 humans led by a human named Jorran, who will fight to the death.
  2. D8=2:At a river's dry bed, ancient Aramaean carvings reveal lively scenes from cities like Palmyra, their intricate designs a bridge to lost bustling markets of the past.
  3. D8=3:A group of 2d6+2 goblins are scouting. They are looking for a place to set up an ambush.
  4. D8=4:Structural relic straddling plane verge determines ancillary mystique concealed connecting numerous confer representative’s grand designs obstructed yet unclaimed myriad beyond conceivable consort.
  5. D8=5: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.
  6. D8=6:At the crack of dawn, they witness the masterful work of a mysterious weaver bird crafting an elaborate nest out of desert grasses.
  7. D8=7:A skeleton holding a sign that reads, "Need a bone to pick with someone?"
  8. D8=8:The hypnotic dance of a thousand grains of sand carried by the sirocco winds brings you to a hidden alcove, where a single monument lingers—an undisturbed Nabatean tomb.

d100 = 24

  1. D8=1:A gentle desert stream babbles quietly, leading to a small waterfall that forms a serene pool. Drinking the water grants temporary bonuses, but also attracts a small, mischievous elemental that insists on following the players.
  2. D8=2:An albino lizardfolk shaman offers a prophecy in exchange for aid. Twist: The prophecy subtly ties their future success to a curse if ignored or bypassed.
  3. D8=3: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.
  4. D8=4:Mundane thorns poking the dunes are reminiscent of old curses salvaging far humble dwellings aligned containing simple truths.
  5. D8=5:The players encounter a lone camel rider who offers them water and shade under his tent. He shares tales of a forgotten city buried beneath the desert. Twist: After the players leave, they realize he cast no shadow and find his tent and camel vanished without a trace.
  6. D8=6:Players come across a cactus. If they try to climb it, they will be attacked by a cactus demon.
  7. D8=7:Stumbling upon a cactus wedding! "I-dew."
  8. D8=8:Cresting a dune, the party observes distant silhouettes of three tall obelisks. As they approach, they find a group of geologists studying ancient glyphs. The lead researcher asks for help deciphering a particularly complex phrase in exchange for directions to an oasis.

d100 = 25

  1. D8=1:The towering bones of a long-dead behemoth.
  2. D8=2:You accidentally interrupt a clandestine meeting of pigeon postmasters meticulously trade-secreting desert maps.
  3. D8=3:Encountering a tribe of wandering desert creatures performing ritual dances, the party finds themselves invited into a mystical trance revealing their intertwined fates.
  4. D8=4:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
  5. D8=5:A shimmering mirage retreats and advances, seducing wanderers with promises of untold riches but drawing them deeper into perilous regions.
  6. D8=6:A gibbering bauble floating in the air says, "High and dry, just the way I like it."
  7. D8=7:The heat of midday creates a deceptive dance of light and shadow.
  8. D8=8:A small lizard is running across the sand. It's running away from a giant scorpion. The scorpion is gaining on the lizard. If players help the lizard, they will attract the scorpion's attention. If they help the scorpion, the lizard will run away.

d100 = 26

  1. D8=1:Harsh peripherals limit the wanderer—accosted greying preachers summants enshadowing nomadic embers appealing ancient treaties linked far-reaching celestial diplomacy involving unresolved folklore lucrative extraction threatens.
  2. D8=2:A group of bandits are planning a raid on a local village. They will hide in the hills and attack at night.
  3. D8=3:A nomadic healer approaches, offering to cure their ailments but at a price measured in vague but totally serious desert 'favors.'
  4. D8=4:As the party is walking through the desert, they come across a strange stone monolith. The monolith is made of a strange, shimmering metal and radiates an aura of powerful magic.
  5. D8=5:A small, blue-skinned lizardfolk is hiding in the sand. It is hiding from a group of 2d4+2 lizardfolk and 2d6+2 hobgoblins.
  6. D8=6:The shadow of a circling manticore over a bone-laden desert.
  7. D8=7: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.
  8. D8=8:You hear a distant roars in an old ruin of an ancient civilization. If investigated, players can find a giant scorpion ready to attack.

d100 = 27

  1. D8=1:A lone vulture perches on a sign saying, "Free desert tours. No prey, no gain."
  2. D8=2:A group of 2d4+2 men and women are traveling on camels across the desert. They are on a mission for a merchant from a nearby city. They will trade with players for one day before continuing their journey.
  3. D8=3: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.
  4. D8=4:Upon disturbing what looks like a simple sand heap, you unwittingly awaken a rather annoyed air elemental who prefers its naps uninterrupted.
  5. D8=5:The players find an old sundial with a sassy, "Time flies when you're having sand."
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A group of 4d8 hyenas are hunting. They will attack anyone who approaches them.

d100 = 28

  1. D8=1:The players find an ancient inscription: "Don't forget to hydr-8!"
  2. D8=2:A cloud of shimmering dust from where an expired jinn rests.
  3. D8=3:The sands part to reveal a gleaming, ornate lamp. When rubbed, a djinn appears, offering a single wish. Twist: The wish granted also triggers an unforeseen, opposing effect somewhere else in the world.
  4. D8=4:A shimmering light in the distance resolves into a mirage hiding an actual watering hole, guarded by agitated giant ants marking their territory.
  5. D8=5:A small tribe of 1d4 desert drakes has been spotted in the area. They are territorial and will attack anyone who gets too close.
  6. D8=6: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.
  7. D8=7:Desert colossi frozen in sand hold hidden primarily mundane directives at the edges of showcased larger legends grounded in plausible mundane-soaked realms.
  8. D8=8:The sands shift into a small makeshift stone altar surrounded by empty bowls and charred bones. The remnants of an offering to some forgotten deity.

d100 = 29

  1. D8=1:The air feels heavy as a storm brews on the distant horizon.
  2. D8=2:They encounter a bizarre flower in full bloom, exuding an intoxicating fragrance. Harvesting it might offend the local fauna or trigger the usual unwanted aggression from the flora's territorial beetles.
  3. D8=3:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
  4. D8=4:The day's heat is broken by a cool, unexpected evening breeze.
  5. D8=5:A brief oasis appears where sunlight beams reveal ancient runes, connected to a long-gone phoenix.
  6. D8=6: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.
  7. D8=7:They find a perfect shade under a lone, ancient acacia tree. Resting under it is refreshing, but they later realize the tree is the home of a wise sphinx that challenges each who rests there to a riddle duel at nightfall.
  8. D8=8:The sands shift into a small makeshift stone altar surrounded by empty bowls and charred bones. The remnants of an offering to some forgotten deity.

d100 = 30

  1. D8=1:A group of 3d4+2 lizardfolk are hunting in the desert. They are looking for food.
  2. D8=2:An ancient sun-dial, long forsaken by fabled witches, marks the convergence of mundane timings – portent for travel or misadventures by small stretches.
  3. D8=3:A merchant and his guards are being attacked by a giant spider. If players help, they will discover that the merchant is actually a spy for an enemy city-state. He is trying to gather information on local troop movements and armaments.
  4. D8=4:Players encounter a vast, intricate network of tunnels beneath the dunes home to giant predatory insects. Twist: An intelligent queen insect offers a pact that provides resources but binds them to her hive’s spiritual wellbeing.
  5. D8=5:The players find a village made of sandstone. It has 1d20+10 residents, all of whom are men. They are peaceful and will trade with the players. They all wear veils, and their chief wears a veil that covers his face. If the players try to remove his veil, he will be offended and will fight to the death.
  6. D8=6:They encounter a weird-headed inventor peddling a makeshift device boasting 'water-finding capabilities,' often broken promises in hand.
  7. D8=7:While crossing an immense, flat plateau, the players hear rhythmic drumming that gets louder as they advance. Twist: They find an abandoned city where the sands themselves pulse to the rhythm, attempting to enslave any who touch them.
  8. D8=8:A giant scorpion attacks the players as they walk across the desert.

d100 = 31

  1. D8=1:A small group of 2d6+5 lizardmen are walking across the desert. They are hunting for food or someone or something that has been terrorizing their tribe.
  2. D8=2:Players come across a small, scorpion-like creature. It will ask the players to help it get its young back from a nearby nest.
  3. D8=3:The shadow of a lone circling vulture feels oddly judgmental, tracking your progress with far too much disdain.
  4. D8=4:A small group of 2d6+5 humanoids are walking across the desert. They are being led by a priest of Set. The humans are slaves that are being led to a location. If the players approach, they will attack them.
  5. D8=5:A brief illusion shows a castle in the dunes, rumored to host desert sphinxes, but fades before close inspection.
  6. D8=6: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.
  7. D8=7:As the players travel through the desert, they come across a large stone tablet with strange markings on it. They will not be able to read it, but if they talk to the local townspeople, they will tell them it is a warning to stay away from the nearby oasis and its cursed well.
  8. D8=8:The players find an ancient city marked on no map, its buildings intact but unoccupied. Twist: The residents appear only during the full moon as ephemeral shadows, each revealing a piece of the city’s mysterious curse.

d100 = 32

  1. D8=1:While crossing the sun-baked flats, the players find an injured griffon, the last of its kind in the desert, being hunted by 1d4 dune giants. The griffon’s plea tugs deeply at the soul. Protecting it requires great sacrifice, as it guides the players to forgotten places of lost grandeur and rare tears.
  2. D8=2:A group of 1d4+3 lizardmen are hunting here, looking for prey.
  3. D8=3:The players hear a voice: "Why did the sand blush? Because the tide saw it."
  4. D8=4:A group of men and women are walking down the road, singing and laughing. If the party approaches, they will invite them to come and eat with them. If they do, they will be attacked by a group of zombies.
  5. D8=5:A group of 1d8 mercenaries is on their way to the city. They will try to get a job as soldiers or guards. They will ask for advice from the players.
  6. D8=6:The players come across an old man in the desert who gives them a riddle and tells them that if they can solve it, he will reward them with a powerful magical item.
  7. D8=7:The desert heat exacerbates a flock of oversized birds, who provide noisy yet safe shade – if players can tolerate their messy company.
  8. D8=8:The husk of an enormous antlion lurking beneath the sand.

d100 = 33

  1. D8=1:The party comes across an ancient temple in the middle of the desert. Inside, they find a powerful relic guarded by a fierce dragon.
  2. D8=2:A group of five knights are riding horses. The knights are escorting a large, golden chest filled with gold coins, gems, and jewels. The knights are carrying swords and shields, but they don't appear to be ready for battle. They appear to be riding fast, as if they are running away from something.
  3. D8=3:A forgotten desert monastery houses the last acolyte of an order. She reveals that her brothers and sisters were taken by 3d6 cursed desert knights. She begs for their souls’ release or fall alone in prayer. This sacred quest reveals deeper truths about devotion, hopeless combat, and spiritual sacrifice.
  4. D8=4:You see a single rider on a camel, coming from the north. He sends a message to the party to avoid the small village to the north. If the players arrive in the village, they will find it is full of undead.
  5. D8=5:A series of ancient desert murals depict curious celestial alignments. Nighttime could reveal treasures or cosmic portents.
  6. D8=6:Rare crystals marking where a powerful alraune once grew.
  7. D8=7:The party sees a woman who is sitting beside the road. She is crying and she is holding a baby. She will ask the party to help her find her lost child. The child is hiding in the bushes nearby.
  8. D8=8:A madman named Thoth knows everything about the Old Ways. He has sagely advice for the players...

d100 = 34

  1. D8=1:A group of 3d4 mummies have been unearthed in the desert. They are searching for victims to bring back to life.
  2. D8=2:You come across a strange oasis with a pool of magical water that can heal any wounds or illnesses.
  3. D8=3:The players find a gravely injured knight, devoutly clutching a holy symbol. He was tasked with guarding a sacred tomb but failed and now seeks forgiveness. Entering the tomb reveals 3d6 animated desert skeletons and the knight’s fallen comrades turned into wraiths. They must decide how to treat the knight’s tormented soul.
  4. D8=4:A group of nomads offers the players a warm meal and stories by the campfire. They're friendly and knowledgeable about the region, but one nomad unnervingly stays silent, occasionally throwing furtive glances at a mysterious object wrapped in cloth by their side.
  5. D8=5:Eerie notes from wind chimes tethered between ruins reveal trickster elements at play, either fair fortune promise or utter mirages.
  6. D8=6: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.
  7. D8=7:Giant claw marks scar the dunes, hinting at the passage of an ancient dragon.
  8. D8=8: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.

d100 = 35

  1. D8=1:A revenant searching for redemption amidst the sands.
  2. D8=2:The players come across an oasis that is guarded by a powerful djinn. The djinn will try to bargain with them in exchange for something of value.
  3. D8=3:The players come across an impassable wall of wind and sand. Twist: The wall is a dimensional barrier and crossing it whisks them to a desert on another plane of existence.
  4. D8=4:A fallen banner hinting at an ancient djinn war.
  5. D8=5:In a small oasis, the players find a large, shimmering pool of water. As they draw closer, they realize that it is actually a portal to another world.
  6. D8=6:A mirage reveals an enormous treasure hoard. Upon closer inspection, it's guarded by a dragon who can manipulate the illusions itself, creating endless deceptive layers of protection.
  7. D8=7:A group of halflings have been terrorized by a living scarecrow.
  8. D8=8:The ground begins to shake slightly, suggesting a minor earthquake.

d100 = 36

  1. D8=1:A group of 3d4 mummies have been unearthed in the desert. They are searching for victims to bring back to life.
  2. D8=2: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.
  3. D8=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.
  4. D8=4:Small, skittering scorpions emerge as the sun sets, forcing the party to carefully choose their camp. An oddly marked one catches the eye of anyone knowledgeable in poisons.
  5. D8=5:Players find cacti playing "Prickly Poker."
  6. D8=6: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.
  7. D8=7:The players find a tribe of 1d100 bandits. They are resting in the shade of their camp. If the players approach, the bandits will attack. If the players attack, the bandits will fight to the death. They are led by a kobold named Bolder, who will fight to the death.
  8. D8=8:A man is asking people for help. He says that his family is sick, and he needs medicine. He will lead you to his camp. His family is actually fine, but he is a con artist and wants people to feel sorry for him so they will give him money or other items.

d100 = 37

  1. D8=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.
  2. D8=2:What first seemed to be a shimmering mirage turns out to be a real sphinx, subtly critiquing your life choices with riddles on the side.
  3. D8=3:Fossilized footprints of a desert-dwelling giant.
  4. D8=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.
  5. D8=5:You find a large desert city ruled by a powerful wizard, who will allow players access to the city in exchange for magical items.
  6. D8=6:They see an unmarked grave with a barely legible warning 'Do not dig – cactoids inside.' Naturally, it's an invitation to consider or just try anyway.
  7. D8=7:A lone cactus stands in the middle of a vast expanse, its flower in full bloom. A small bird perches atop, singing a haunting melody that somehow feels both ancient and timeless.
  8. D8=8:You find a group of bandits that have captured a unicorn. The players must rescue it before it is killed.

d100 = 38

  1. D8=1:A large patrol of 2d4+2 hobgoblins is traveling across the desert sand in the direction of a nearby city. If they see the players they will attack.
  2. D8=2:Finding a "Sand Castle Expo."
  3. D8=3:Players come across a lone kraken in the middle of the desert. It will attack if it feels threatened.
  4. D8=4:Bills plastered on occasional cacti herald the return of a famous, yet mundane, desert tale-spinner whose stories touch upon larger-world issues interwoven through the mundane life cycles of nomadic tribes.
  5. D8=5:While crossing the sun-baked flats, the players find an injured griffon, the last of its kind in the desert, being hunted by 1d4 dune giants. The griffon’s plea tugs deeply at the soul. Protecting it requires great sacrifice, as it guides the players to forgotten places of lost grandeur and rare tears.
  6. D8=6:In the distance, the players see a herd of gazelles grazing on the desert grass. If they approach, they will see that the herd is being led by a powerful magician.
  7. D8=7:The smoldering remnants of a dragon's last stand.
  8. D8=8:The shimmering heat reveals the wreckage of a long-abandoned caravan. Scouring through the remains, the party finds old, dried-up water skins that could still be useful as containers.

d100 = 39

  1. D8=1:The players come across a small, abandoned campfire. A small, black book has been left behind. If they open the book, they will find that it is a spell book. If they look at the last entry, they will see that it is unfinished and the word 'haunt' has been crossed out and replaced with 'kill'.
  2. D8=2:The party sees a group of men on camels approaching from the distance. As they get closer, the party can see that they are a group of traders from a nearby city. They are carrying jars of spices and rare gems in their saddlebags. The leader is an older man. He approaches the party and offers to sell them some of his wares at a discount price.
  3. D8=3:The party sees a group of men in robes dancing around in a circle. If they approach, the men will attack with magic.
  4. D8=4: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.
  5. D8=5:Burnt patches on the sand indicate the resting spot of a celestial dragon spirit.
  6. D8=6:An otherwise lifeless path illuminated by occasional sparks from an unseen phoenix’s previous visits.
  7. D8=7:A group of people dressed in purple robes are sitting around a bonfire, laughing and drinking wine. They look like they're having a good time.
  8. D8=8:You find a powerful djinn, who will offer to grant one wish to those who can answer his riddle.

d100 = 40

  1. D8=1:A large vulture circles high above, watching the party intently. As night falls, the players realize the bird is an omen, leading them unknowingly to an untouched, ancient marketplace now buried under centuries of desert sands.
  2. D8=2:You hear a distant roars in an old ruin of an ancient civilization. If investigated, players can find a giant scorpion ready to attack.
  3. D8=3:Lost jewelry sparkles in the sand, promising the presence of a blue dragon's hoard that isn't quite there.
  4. D8=4:The footprint trail of a massive, unidentified beast appears in the sand, leading to a distant rocky outcrop. Investigating reveals an underground cavern. Twist: The beast is from the future, sent to protect something buried in the cavern.
  5. D8=5:Upon reaching the highest dune, they encounter a stone oracle who can answer one question truthfully. Twist: The oracle’s answer stirs temporal anomalies, confusing recent events with futures that might or might not occur.
  6. D8=6:Abrupt noise disturbs their path—flitting wisps of crypt-sent rattles searching valuables. Unearthing cautionary caution origins summon tales long faded suggesting echoes haunted by earlier misgivances—tied deeply beneath history’s veil.
  7. D8=7:You see glittering shards of glass embedded in the sands. These "desert diamonds" are beautiful but buried within them are fierce rock worms.
  8. D8=8:The players find a city made of sandstone. It is abandoned. There is a plaque at its gate that says 'Welcome to the Eternal City of Sand.' More of these plaques can be found throughout the city.

d100 = 41

  1. D8=1:A sudden sandstorm whips up, reducing visibility to nearly nothing. Players must find shelter or risk losing their bearings. In the midst of the storm, a cloaked figure offers shelter within a rocky outcrop but demands a story in return.
  2. D8=2: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.
  3. D8=3:Suspiciously shaped shadows hinting at a lurking yuan-ti.
  4. D8=4:A traveling circus called "Sand Sensations!"
  5. D8=5:The heat of midday creates a deceptive dance of light and shadow.
  6. D8=6:A group of men are standing around the well arguing about something. A bard is standing off to the side, singing about the men's arguments and how stupid they are.
  7. D8=7:The party sees a group of men approaching from the distance. As they get closer, the party can see that they are wearing armor and carrying swords and shields. They are a group of soldiers on patrol. The leader is an older man. They approach the party and ask them to help them with their patrol by joining them and offering them a reward.
  8. D8=8:Before the dawn's break, a concealed oasis emerges, cluster with puddles. Drinking from them reveals protective spirits unseen; aloof they guard resources, speaking only in riddle-like gusts. Their words echo forthcoming trials.

d100 = 42

  1. D8=1:Stumbling upon a campfire, the flames shift and speak, forming faces and voices recalling ancient tales of heroism and warning about impending doom.
  2. D8=2:A stunted bush, possibly the desert's idea of a tree, humorously comes equipped with a lizard who claims to be a guide for a small fee, while his "employees" (3d4 tiny lizards) ensure the safety.
  3. D8=3:A pack of unnervingly quiet hyenas watches closely, each wearing festive hats for an upcoming carnivalesque event.
  4. D8=4:The players come across an oasis that is guarded by a powerful djinn. The djinn will try to bargain with them in exchange for something of value.
  5. D8=5:A group of nomad traders passes by, driving a herd of cattle. They're friendly, but if the characters try to buy any food, they're in for a surprise.
  6. D8=6:A small dragon, shimmering like a mirage, is seen flying in the distance but keeps its distance from the party.
  7. D8=7:One particularly argumentative cactus insists on your attentiveness to its philosophy, entirely centered on the metaphysical constituents of photosynthesis.
  8. D8=8:You see a wandering nomad. He asks if you have seen the 'eye of the desert'. If you ask what it looks like, he says it is big and shiny.

d100 = 43

  1. D8=1:Players come across a strange construct in the middle of the desert. If they investigate, they will find out that the construct is actually a powerful golem.
  2. D8=2:A group of 2d6 gnolls are looking for food. They will attack anyone in their way.
  3. D8=3:A sudden meteor shower leaves fragments of magical rock scattered around the players. Twist: Touching one gives a vision of the celestial beings who unjustly punished these fragments, pleading for freedom.
  4. D8=4:The players stumble upon a snake oil salesman selling "Snake Oil! Cures what scales you!"
  5. D8=5:An old, crumbling map whimsically suggests treasure guarded by ancient serpents now long gone.
  6. D8=6:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
  7. D8=7:As the players venture through the desert, they come across a group of 4d6 bandits who are trying to rob a small caravan. The players can either join forces with the caravan or try to stop the bandits.
  8. D8=8:Fierce sandstorm blows in, blinding everyone.

d100 = 44

  1. D8=1: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.
  2. D8=2:An unusually coherent sandstorm recounts the history of a buried city, but you must decipher its grainy voice amidst the winds.
  3. D8=3:You see two large sandworms fighting in the distance. They will attack anyone who gets too close.
  4. D8=4: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.
  5. D8=5:A sudden ambush by 3d6 desert raiders tests both combat and negotiation skills. Capturing a raider might reveal regional plotting against neighboring groups.
  6. D8=6:Stumbling upon a sand sculpture that says, "No feet draggers allowed!"
  7. D8=7:Seeing a cactus scribbler, "In sand and awe-der."
  8. D8=8:The single hoot of an owl punctuates an otherwise silent night.

d100 = 45

  1. D8=1:Encountering a tribe of wandering desert creatures performing ritual dances, the party finds themselves invited into a mystical trance revealing their intertwined fates.
  2. D8=2:A group of bandits are raiding a nearby village. They will attack anyone who tries to stop them.
  3. D8=3:A group of orcs are attacking a caravan. They are trying to steal as much treasure as possible.
  4. D8=4:An old abandoned temple in the sand once worshipped by worshipers of a now-forgotten deity, guarded by an ageless sphinx who asks no questions.
  5. D8=5:The players are welcomed by a family of nomads who share camel milk and bread baked in hot sands, tales of the stars above filling the night.
  6. D8=6:The characteristic call of a desert owl can be heard as night falls.
  7. D8=7:A group of nomads recount stories of a chimera but have no actual sightings, only the occasional claw mark.
  8. D8=8:The party encounters a bitter rivalry between two desert merchant houses, with accusations of betrayal and sabotage. Mediation is requested before tensions erupt. Each side is guarded by 2d4 dune mercenaries, and the truth behind the rivalry reveals the long shadows of unhealed wounds and burdens of ancestral betrayal.

d100 = 46

  1. D8=1:They come across an ancient gibbering madman who claims to be the last survivor of an enchanted city, but his incessant rambling may either provide a vital clue or drive the party to distraction.
  2. D8=2:Stray livestock branded with a castle's unique insignia straggle aimlessly, heralding tales of a falling estate or abandoned farmlands.
  3. D8=3:Wayfaring endeavors arbitrarily composite in forsaken ruins emblem prosper; pomposity relinquishing mere semblance probably depicting unearthly tetheres implicating wider events termed ethereal realms.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A lizard selling "Cooling Ice Cubes that Never Melt! (Disclaimer: Illusionary)"
  7. D8=7: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.
  8. D8=8:A group of 2d6+2 soldiers from the local city-state are escorting a group of 2d6+2 prisoners to the city-state prisons.

d100 = 47

  1. D8=1: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.
  2. D8=2:A group of nomads are seen riding across the sand dunes with their camels. They are carrying various goods along with them.
  3. D8=3:The sands themselves accurately predict meteor showers if you successfully navigate a card-based divination system revealed by roving sage-spider shaman.
  4. D8=4: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.
  5. D8=5:The players discover a hidden grotto, its entrance covered by creeping vines. Inside, bioluminescent fungi cast a soft, ethereal glow, and the temperature is refreshingly cool.
  6. D8=6:A simple caravan pass and an old desert trader reluctantly reason with the players to buy his faltering exotic wares in exchange for true tales of desert lore and lightly enchanted pieces, tapping into ancient, world-spanning networks.
  7. D8=7:A group of 2d6+2 humans are traveling to a nearby city. They are carrying bronze weapons and bronze shields. They are hoping to make a lot of money and then return home. They are suspicious of anyone they meet.
  8. D8=8:The faint hum of an arcane protecting rune.

d100 = 48

  1. D8=1: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.
  2. D8=2:They find the broken remnants of a wind-sculpted rock formation.
  3. D8=3:A man named Rufus approaches the party and offers to sell them some horses. He offers one horse for 500 gold pieces, or three horses for 1,000 gold pieces. The horses are actually wild horses that Rufus has been training on the sly. They are not very good horses and are difficult to control.
  4. D8=4:Stumbling upon a cactus wedding! "I-dew."
  5. D8=5:The players see a group of bickering guards. If they get too close, the guards will attack them - they think players are trying to start a riot against the king's authority.
  6. D8=6:They encounter a rather entitled sphinx with a love for obscure riddles, offering safe passage for correct answers or mishaps for splendidly wrong ones.
  7. D8=7:You encounter a group of nomads who are searching for a lost city in the desert, and will reward players who can help them find it.
  8. D8=8:In the dead of night, the players see a line of torches moving swiftly through the desert. As they investigate, they find them to be held by undead warriors patrolling their ancient kingdom’s borders. Twist: These undead are searching for a long-lost relic that the players may already possess.

d100 = 49

  1. D8=1:Unannounced distillation predominant heatwave zoned analogy unearthing spatially recumbent oasis conduits gradual negotiations purveying naturalistic dichotomy further academic disentanglement imperative.
  2. D8=2:Players come across a group of bandits, they are sitting around a fire, having a few drinks. If the players approach they will attack. If they're lucky, they might find a few small gems in the dead bodies' pockets.
  3. D8=3:A glistening oasis appears, offering water and fruit. Upon drinking and eating, the players feel rejuvenated. Twist: They find themselves transported back in time to an ancient version of the land, where they must solve a riddle to return.
  4. D8=4:A mesmerizing sandstorm on the horizon can be observed from a safe distance, its swirling patterns creating ever-changing landscapes.
  5. D8=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.
  6. D8=6:The players come across an oasis in the desert which is home to a powerful genie. The genie will grant them 3 wishes in exchange for one of their weapons.
  7. D8=7:The players come across a wizard's tower, guarded by fierce constructs. The wizard will grant them rewards if they can defeat the constructs and make it inside.
  8. D8=8:Crossing the dunes, the party feels scattered vibrations underfoot. They may be just ordinary tremors but could signal a possible burrow of a sandworm moving cautiously beneath their route.

d100 = 50

  1. D8=1:A man named Rufus approaches the party and offers to sell them some horses. He offers one horse for 500 gold pieces, or three horses for 1,000 gold pieces. The horses are actually wild horses that Rufus has been training on the sly. They are not very good horses and are difficult to control.
  2. D8=2:The players see a mirage of a beautiful oasis in the distance, but as they get closer it disappears.
  3. D8=3:A dusty trail reveals tracks of a large, unknown creature.
  4. D8=4:A group of 2d6+2 gnolls are hunting. They attack anyone who approaches their camp.
  5. D8=5:The players come across an old man who tells them a tale of woe. He says that his caravan was robbed by bandits, and he needs the players' help to get it back.
  6. D8=6:Discovering "Sand-Sational Sunhats" for sale.
  7. D8=7:The remnants of a mural depict the rise and fall of a legendary city swallowed by the sands. Fresh carvings hint at recent investigations and looming plotlines.
  8. D8=8:A pair of owls perches on a crumbling stone wall, their silent flight and wise gazes following the players as they pass through the ruins of an ancient settlement.

d100 = 51

  1. D8=1:The party comes across an old statue of a king in the desert. If they interact with it, it will animate and attack them.
  2. D8=2:A broken wagon wheel signals the site of a deadly skirmish. Clues point to rival merchant clans warring over new trading routes.
  3. D8=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.
  4. D8=4:An unusual plethora of abandoned caravans dot the sands, their belongings seemingly intact. Twist: Each one is a fragment of an intricate puzzle that, when assembled, opens a portal of forgotten knowledge.
  5. D8=5:A golden beetle scuttling between their feet promising either wealth or ancient curses, depending on its capture and identification.
  6. D8=6:The players stumble upon an ancient crypt, filled with undead creatures. If they can survive, they will find powerful artifacts inside.
  7. D8=7:The sand suddenly shifts beneath your feet, revealing a massive sinkhole. The group must work together to avoid falling in and possibly find a way to climb out if anyone does.
  8. D8=8:A group of 2d6 men are searching for treasure. They have been lost for days. They are tired and thirsty.

d100 = 52

  1. D8=1:Bills plastered on occasional cacti herald the return of a famous, yet mundane, desert tale-spinner whose stories touch upon larger-world issues interwoven through the mundane life cycles of nomadic tribes.
  2. D8=2:The ground trembles lightly with distant, rhythmic pulses. Investigating leads to hidden excavation sites where the earth itself produces rare, potent crystals.
  3. D8=3:You find a powerful mage, who needs help to complete a ritual that will restore a powerful artifact.
  4. D8=4:An ancient wizard appears, offering a powerful enchantment if the group can solve his riddles and complete a series of complex collaborative tasks within a strict time limit.
  5. D8=5:A fallen angel's feather buried in the sand.
  6. D8=6:A trio of ghostly Bedouin warriors on spectral steeds charge across the sands, re-enacting a centuries-old vendetta destined to repeat until their spirits find peace.
  7. D8=7:The players come across a large encampment of nomadic humanoids. They are friendly, but suspicious of outsiders. They will allow the players to stay the night but will not let them leave unless they can help them with a problem they are facing.
  8. D8=8:A fox with a monocle runs a pop-up glamping service but has a dubious past as revealed through desert grapevine gossip.

d100 = 53

  1. D8=1:A skeleton holding a sign that reads, "Need a bone to pick with someone?"
  2. D8=2:At dusk, the team stumbles upon ruins of an ancient amphitheater where ghostly actors perform scenes from tragedies long forgotten. Twist: Anyone who interrupts the performance becomes part of the ghostly cast, trapped until the play ends.
  3. D8=3:A tribe of desert dwellers, whose culture revolves around the worship of giant antlions that can open gateways to other realms, invite you to participate in their rituals.
  4. D8=4: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.
  5. D8=5:They’re greeted by a bustling area surprisingly well-kept, maintained by invisible servants; making them ponder wealth they can't see nor use.
  6. D8=6:The party happens upon a wandering troupe of desert minstrels who entertain them with songs of hidden treasures beneath the sands. They offer to barter information for fresh food and a share of any future loot.
  7. D8=7:A mirage reveals what appears to be a distant fortress. Hearing that many explorers vanish seeking it, you must decide if it’s worth investigating.
  8. D8=8:A shimmering mirage retreats and advances, seducing wanderers with promises of untold riches but drawing them deeper into perilous regions.

d100 = 54

  1. D8=1:A lost and frenzied explorer offers the party maps to a buried treasure while warning them of the colossal sand golem that guards it.
  2. D8=2:Shamans in distant lands beseeched blessings lost within these desolate tracks. Tiny, mundane relics left inconsequential by passing travelers often reveal broader world connections over mundane daily struggles and victories.
  3. D8=3:A narrow canyon's walls reverberate with chilling winds. Traversing it awakens a nest of 2d4 screeching bat-like creatures.
  4. D8=4: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.
  5. D8=5:Players find a group of halflings who are trying to keep a dragon from destroying their village. The dragon has been terrorizing the village for months, and it has finally decided to attack and kill everyone in the village.
  6. D8=6: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.
  7. D8=7:Trudging through endless sands, the party feels the tremors of an approaching sandworm. The massive creature seeks water just as they do.
  8. D8=8:The party encounters a lone figure dressed in elaborate robes, claiming to be a seer. Each prophecy given is cryptic, carrying implications of doom or fortune.

d100 = 55

  1. D8=1:Under twilight rests, subdue terrain emanating tremors suggesting worn besiegers faintly embodying cerulean stalwarts—an eerie conceit alluding dissolving retributive legacies, hidden day-past informational guideposts.
  2. D8=2:You see a woman wearing dark robes. She asks if you have seen the 'eye of the desert'. If you ask what it looks like, she says it is big and shiny. She will follow you for a while, then leave. You will never see her again.
  3. D8=3:The ghostly whispers of a spectre seeking retribution.
  4. D8=4:You see a single rider on a camel, coming from the north. He sends a message to the party to avoid the small village to the north. If the players arrive in the village, they will find it is full of undead.
  5. D8=5:A caravan of merchants appears in the distance, struggling through the dunes. They lost their way and ask for guidance in exchange for water.
  6. D8=6:A treacherous climb up a sand cliff presents a formidable challenge. Ropes, climbing gear, and brute strength need to be shared and coordinated for everyone to reach safety.
  7. D8=7:A small nomadic circus encampment offering ephemeral joy and performances appears. Their dreary lives are punctuated by occasional laughter but covered with rumors of a child’s soul trapped in their macabre puppet show.
  8. D8=8:The shimmering outline of a mirage dragon by the horizon.

d100 = 56

  1. D8=1:A stretch of dunes reveals ancient yet mundane checkers etched into rocks. Unknown to most common folk, they hold ancestral knowledge suggesting far-off lands and fabled beings.
  2. D8=2:While seeking shade among rocky outcrops, the party discovers a group of weary travelers hoping to trade water for precious herbs. Their camels look ready to collapse.
  3. D8=3:A pair of griffons attack the players. If the players fight back, the griffons will retreat and attack again later.
  4. D8=4:Climbing upon a dune, the party overlooks a sprawling mirage city, an illusion safeguarding the entrance to a hidden treasure vault protected by elemental spirits.
  5. D8=5:Take the high road or the low road becomes a literal choice when the party faces a sandworm-infested dune versus a suspected bandit-populated canyon.
  6. D8=6:A hidden cave filled with basilisks.
  7. D8=7:Players encounter a vast, intricate network of tunnels beneath the dunes home to giant predatory insects. Twist: An intelligent queen insect offers a pact that provides resources but binds them to her hive’s spiritual wellbeing.
  8. D8=8:A group of bandits has taken control of a nearby oasis, and are using it as their base. They will attack anyone who comes close.

d100 = 57

  1. D8=1:A mirage shows a caravan holding a parade, in which a chained sphinx walks solemnly.
  2. D8=2:A thirst-maddened bard challenges travelers to a high-stakes rock-throwing contest with cryptic, life-changing rewards.
  3. D8=3:Drifting sand occasionally reveals smooth, shiny pebbles.
  4. D8=4:At the top of a high dune, you find a well-dressed man sipping tea. He claims to be a time traveler, enjoying the "best damned evening tea in the continuum." He might be mad or hold important knowledge, wrapped in cryptic riddles.
  5. D8=5:Sparse patches of grass struggle to grow in the arid terrain.
  6. D8=6:Curious burrowing beetles diagnose your reasons for desert travel with clinical detachment.
  7. D8=7:Finding a sign, "Lost? Join the club… Free Accessory: Sunscreen!"
  8. D8=8: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.

d100 = 58

  1. D8=1: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.
  2. D8=2:A group of five knights are riding horses. The knights are escorting a large, golden chest filled with gold coins, gems and jewels. The knights are carrying swords and shields, but they don't appear to be ready for battle.
  3. D8=3:An abandoned campsite, complete with fresh embers and warm food. The camp belongs to desert spirits who find humor in watching mortals consume their enchanted meals.
  4. D8=4:Amongst the dunes, a sleek, anomalous black obelisk stands upright. Its shadow points directly to a distant, forgotten temple buried beneath the desert.
  5. D8=5:The party stumbles upon a hidden valley which is home to a powerful necromancer.
  6. D8=6: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.
  7. D8=7:The distant peaks of a mountain range appear on the horizon.
  8. D8=8:Cold morning air condenses the party’s breath into misty clouds.

d100 = 59

  1. D8=1:A merchant and his guards are being attacked by a giant spider. If players help, they will discover that the merchant is actually a spy for an enemy city-state. He is trying to gather information on local troop movements and armaments.
  2. D8=2:The ghostly whispers of a spectre seeking retribution.
  3. D8=3:Players find cacti playing "Prickly Poker."
  4. D8=4: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.
  5. D8=5:Players come across a strange tree growing in the middle of the desert. The tree is actually an illusion created by a powerful wizard. If the players touch the tree, they will find themselves under the wizard's control.
  6. D8=6:A scorpion wearing a top hat and monocle: "Sand you back for more?"
  7. D8=7:Players encounter a fallen star, a meteor of luminescent mineral. Local legends speak of releasing ancient spirits trapped within—mundane stories turning potentially lethal if disturbed.
  8. D8=8:A mysterious cloaked figure is riding a camel through the desert. He stops to talk to the players, but does not reveal his identity.

d100 = 60

  1. D8=1:Spotting a cluster of geodes nestled among the rocks, the players crack them open to reveal mesmerizing crystalline structures within, each refracting light into a spectrum of colors.
  2. D8=2:An ordinary day turns extraordinary when the party finds an old scroll that predicts daily encounters and insufferable, subtle meddling from a now-forgotten desert diviner.
  3. D8=3:A cyclops is plowing through the dunes, leaving behind uprooted patches of strange glowing plants.
  4. D8=4:The players discover an ancient temple, hidden by a powerful magical barrier. If they can find the key to unlocking the barrier, they will find great treasures inside.
  5. D8=5:One particularly argumentative cactus insists on your attentiveness to its philosophy, entirely centered on the metaphysical constituents of photosynthesis.
  6. D8=6:The players come across a wizard's tower, guarded by fierce constructs. The wizard will grant them rewards if they can defeat the constructs and make it inside.
  7. D8=7:A group of nomads finds the players in the desert. They will attack the players, thinking that they are bandits who have been raiding their camp.
  8. D8=8:A group of sand trolls are living in the desert, hunting for food. If the players get too close, they will attack.

d100 = 61

  1. D8=1:The players see a small sandstorm approaching. When it gets close, they discover it is a group of 2d10+10 ogres.
  2. D8=2:The towering bones of a long-dead behemoth.
  3. D8=3: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.
  4. D8=4:The party is caught in bright flashes of exploding rocks—a geological phenomenon. Local legends interpret these as territorial markers of ancient, roaming deities.
  5. D8=5:The players see a camel parade titled "Desert Dreamers March."
  6. D8=6:A lone traveller is seen approaching the players. He is holding a staff in one hand and a book in the other. The man is old, but he is energetic. He is traveling to a town in the next province to hold a lecture on his book. The book is titled 'My Travels Through Random Desert'.
  7. D8=7:The echoing roar of a trapped leviathan spirit.
  8. D8=8: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 = 62

  1. D8=1:An enormous, abandoned watchtower teeters on the edge of a crumbling cliff. At its summit, a powerful relic boosts the user's surveillance capabilities but draws the user into an obsessive state.
  2. D8=2:The players come across an old man in the desert who gives them a riddle and tells them that if they can solve it, he will reward them with a powerful magical item.
  3. D8=3:A cactus knight offering a "Prickly Peace Pact."
  4. D8=4:A lone necromancer is seen walking along the side of the road with a pack of 2d12+2 zombies following him. He is looking for a place to set up his underground necropolis. He will hire players to help him find an underground lair if they offer him one. He is not evil, he just wants an underground lair to set up his necropolis in so he can start raising an army of undead to take over a local kingdom or something like that.
  5. D8=5:The players see a group of 1d10 bandits looting a caravan. The bandits will attack the players if seen.
  6. D8=6:Stumbling upon an eerie, desert-themed puppet show mid-performance, the party uncovers a group of bards blending folklore with recent events.
  7. D8=7:Shifting sand dunes reveal glimpses of something buried long ago.
  8. D8=8:Attempting to avoid a sand trap, the party encounters 3d6 wild kobolds. These creatures are more interested in foraging than fighting, but have quick tempers.

d100 = 63

  1. D8=1:A nomadic potter's work stands displayed on a blanket in the sand, the clay wares intricately painted with scenes of desert life and lore.
  2. D8=2:Quicksand traps set by an annoyed scorpion folk.
  3. D8=3:A magical sandstorm is raging across the desert. It is causing sinkholes to open up and will blow adventurers off their feet if they attempt to pass through it.
  4. D8=4:The players find a strange magical pool in the middle of the desert. It is said to grant wishes to anyone who drinks from it. Will the players drink from it and risk having their wishes come true?
  5. D8=5:The party comes across a group of Djinni in the desert. They will offer them deals for their magical services in exchange for a favor.
  6. D8=6:You momentarily outrun a dust storm only to find a handful of cheerful drought-resistant daisies commenting on your fashion sense.
  7. D8=7:A small group of 2d6+5 humanoids are walking across the desert. They are being led by a priest of Set. The humans are slaves that are being led to a location. If the players approach, they will attack them.
  8. D8=8:A group of soldiers are guarding the road. They are looking for thieves who stole a valuable item from them. The players can join in, help the soldiers find the thieves, or keep going.

d100 = 64

  1. D8=1:A mercenary captain, his company slain by sand drakes, offers his remaining skills for sale, harboring knowledge of hidden tombs.
  2. D8=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.
  3. D8=3:A worn Martian artifact from long-lost lore of outer adventurers found in the midst of nowhere, embedding both mystery and curiosity, eking out the legend of red dunes in unknown horizons.
  4. D8=4:Stumbling upon a legendary "Duneriders' Guild" meet-up.
  5. D8=5:Players come across a large rock. It is shaped like a lizard. It is stuck in the sand. If players push the rock, it will move slightly. If players push the rock again, it will move again, but this time it will fall on top of them.
  6. D8=6:An old, charred manuscript tells tales of ancient battles between legendary creatures but offers no physical clues.
  7. D8=7:You see two large sandworms fighting in the distance. They will attack anyone who gets too close.
  8. D8=8: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.

d100 = 65

  1. D8=1:A mirage of dancing cacti. "They’re into desert swing!"
  2. D8=2:The players come across a group of 2d6+4 cultists of Nef and Set. They are attempting to raise a dune titan. The players can help them by killing it, they can ignore them and let them complete their ritual, or they can stop them by interrupting the ritual.
  3. D8=3:A rocky outcrop provides fleeting respite from the sun, under which lonely lizards converse in riddles about hidden wells and the trivial tragedies of their moist underground lives.
  4. D8=4:A group of 2d6+2 ghouls attack the party.
  5. D8=5:The party hears a group of people arguing. The argument is between a man and a woman. The man is complaining about being lost in the desert. The woman is defending her ability to lead them through the desert. If the players approach, the man will ask for help getting out of the desert. If the players help, the man will try to get them drunk and then rob them blind.
  6. D8=6:An unsettling silence falls over the area, broken only by the bones crunching underfoot – apparently, this was the site of a recent clash between a few sand dragons.
  7. D8=7:A pack of wild horses is running across the desert. They are being chased by a pack of wolves.
  8. D8=8:The players hear noises in the distance. If they investigate, they find a group of 2d6 scouts from a nearby city. The scouts are looking for a lost child, and they will ask the players for help. The scouts are actually assassins trying to lure players into an ambush.

d100 = 66

  1. D8=1:The sun rises, painting the sky in spectacular shades of pink and orange.
  2. D8=2:The sound of mournful singing echoes through the dunes, emanating from an invisible banshee.
  3. D8=3:An eerily quiet morning promises an unbearably hot day ahead.
  4. D8=4:A group of 2d6+8 men and women, dressed as desert merchants, are standing around talking. They are traveling to the nearest village. If approached, they will be friendly, but wary. They are merchants who were robbed by bandits and will trade at a very high price.
  5. D8=5:A group of men are arguing over how to divide up the territory they own in the nearby desert.
  6. D8=6:The party encounters a group of robbers in the desert who are attempting to steal from a nearby caravan. If the players can thwart them, they will be rewarded with some of the stolen treasure.
  7. D8=7:You find an oasis with a powerful djinn, who will grant three wishes to those who can answer his three questions correctly.
  8. D8=8:An old, charred manuscript tells tales of ancient battles between legendary creatures but offers no physical clues.

d100 = 67

  1. D8=1:As the party travels through the desert, they come across a large stone circle that appears to be some sort of ritual site. In the center of the circle is an ancient relic that has been forgotten for many centuries.
  2. D8=2:A group of men and women in brightly colored clothing dance along the roadside, playing music and hoping to attract attention. They're good dancers, but they're not very good at dancing to attract attention, so they're not very good dancers and they're not very good at attracting attention.
  3. D8=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.
  4. D8=4:The party finds a half-buried wagon in the desert sands. Its contents are scattered around, seemingly picked clean by scavengers. A note written in a shaking hand speaks of fleeing from a relentless sandstorm that splits the night. Searching the area might reveal hidden compartments or enemies lying in wait.
  5. D8=5:A dust devil spins across the dunes, performing a wild dance in the distance, disrupting the sand beneath it.
  6. D8=6:A lone halfling sits atop a nearby hill, screaming at the top of his lungs. He is wearing a bright red robe.
  7. D8=7:The party finds a group of strange looking plants that seem to be communicating with each other.
  8. D8=8:A sand storm is brewing, and the players must find shelter quickly or else be trapped in it.

d100 = 68

  1. D8=1:Embedded within the dunes, an echoed chorus of forgotten minstrels hint at misunderstood mundane professions engaged and inscrutable analysis.
  2. D8=2:Stumbling upon desert monks chanting, "Stay cool, keep it sandacious."
  3. D8=3:A group of strange looking nomads on camels pass by the players on the road and shout at them to join them in their party. They look like lizardmen and smell strange. If players accept, they will be forced into slavery by the nomads. If they refuse, they will be attacked by the nomads. If they fight back, they will be able to free themselves from the nomads. If they cannot free themselves from the nomads, they will be forced into slavery.
  4. D8=4:A lone roc circles high above but makes no move to attack, just watching curiously.
  5. D8=5:The air grows still and the ground quakes slightly, possibly signaling an atlantean giant burrow.
  6. D8=6:You see a group of men and women sitting around a camp fire, singing songs and telling stories. They are celebrating their victory over a nearby tribe of bandits who were terrorizing the local border towns.
  7. D8=7:The party spies a group of five men who are fighting over a small, leather pouch that is tied to the remains of a horse's saddle. The men are angry and ready for a fight. If players get involved in the fight, the five men will attack the party as well.
  8. D8=8:Discovering sun-baked pottery laden with mundane depictions of past conquerors, dragons, and ancient travelers unearths forgotten lives left behind by those whose goals were no different from their own.

d100 = 69

  1. D8=1:The raw beauty of the desert landscape becomes starkly apparent as the sun sets.
  2. D8=2:You discover a hidden palace in the sand, filled with riches and powerful magical artifacts.
  3. D8=3:You stumble upon a lone sand elemental. It is a guardian, and attacks.
  4. D8=4:The party encounters a tiny scorpion, quickly scurrying to hide.
  5. D8=5:A group of bandits are robbing a merchant. They will attack the party if they try to stop them.
  6. D8=6:Obsidian shards lie scattered. These remnants of a volcanic past house minor fire elementals that may either bless or burn.
  7. D8=7:A traveling market spreads itself upon a wide dune, selling exotic goods. However, the traders have an unnerving familiarity with your names.
  8. D8=8:They find a satchel of letters detailing someone trying to unite the disparate desert regions, but the overly flowery language hints more at personal drama than substantial politics.

d100 = 70

  1. D8=1:Fallen desert flowers inexplicably dense with horned insects, originally harvested for ancient potions, create discomfort unless harvested safely.
  2. D8=2:A merchant selling "Gritty Grits," food package notwithstanding.
  3. D8=3:A sudden shift of sand reveals a long-forgotten artifact from an ancient civilization.
  4. D8=4:A cluster of small lizards scurries across the hot sand, seeking shade.
  5. D8=5:A group of people are sitting around a campfire, telling stories and drinking wine. If the party approaches, they will invite them to come and drink with them. If they do, they will be attacked by a group of vampires.
  6. D8=6:A group of men are seen standing together, talking. They seem to be debating something. One of the men shouts 'We have to do something!' The others shout 'No! We have to do nothing!' One of the men turns to the players and says 'We're trying to decide if we should do something, or do nothing.' The man then turns back and shouts 'We have to do something!'
  7. D8=7:You spot an ancient caravan trail that vanishes mysteriously in the distance, as if the sand itself were swallowing it up.
  8. D8=8:The tracks of a desert-dwelling megatherium.

d100 = 71

  1. D8=1:A group of men are fighting over a sack of gold coins. One of the men is a half-orc who looks like he is going to kill the other two men. He is angry because the other men have been stealing from him and he wants his gold back.
  2. D8=2:A group of 2d6 men are searching for treasure. They have been lost for days. They are tired and thirsty.
  3. D8=3: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.
  4. D8=4:While traveling through the desert, the players come across a group of 4d6 nomads who will invite the players to join them in their camp. The nomads will offer stories, food, entertainment, and shelter.
  5. D8=5:Fragments of crystalline artifacts enravel dreams of conquest of long-lost cultures and ambiguous blueprints for recovery.
  6. D8=6:The players see a group of men riding camels across the desert. The men are carrying boxes of gold, not knowing that a group of nomads is following them.
  7. D8=7:An ethereal, cooling breeze consistently hints at a hiding ice jinni.
  8. D8=8:Constant, subtle vibrations hint at movements of a young sandworm, but none come near.

d100 = 72

  1. D8=1: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!
  2. D8=2:The rarest desert butterfly flutters by, leaving behind cryptic flutters in the sand which ancient scholars interpret as hidden messages.
  3. D8=3:Reflective scales from a serpent are found in the ground—yet another indicator of an absent naga.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A man approaches you and offers to sell you a potion that will protect you from the heat of the desert. The potion he is offering is actually a strong alcoholic drink.
  7. D8=7:A sudden cool breeze alleviates the sweltering heat for a brief moment.
  8. D8=8:Cold winds sweep across the desert during the night, forcing the party to bundle up.

d100 = 73

  1. D8=1:The distant call of a traveling merchant’s bell briefly offers a hopeful distraction.
  2. D8=2:A cairn marking the resting place of a sarlac worm.
  3. D8=3:A group of 2d6 farmers are on their way to a nearby town to sell their harvest. They are carrying sacks of potatoes, carrots, and turnips.
  4. D8=4:The party finds a well-worn path through the dunes, seemingly out of place. The path leads to an abandoned campsite, where signs of a hasty departure hint at an unknown danger. The remnants tell a tale of paranoia and betrayal among its previous occupants.
  5. D8=5:An ancient obelisk covered in hieroglyphs stands sentinel in the sands, offering clues to long-forgotten civilizations and secrets buried beneath the dunes.
  6. D8=6:A group of nomads are seen riding across the sand dunes with their camels. They are carrying various goods along with them.
  7. D8=7:A warband of 3d6 orcs is seen from a distance, maneuvering for an ambush. The party must decide between confrontation or evasion.
  8. D8=8:The players come across an old, abandoned city, the walls of which are inscribed with strange runes.

d100 = 74

  1. D8=1:You find an oasis that is guarded by a dragon. The dragon will attack anyone who tries to enter the oasis but will reward those who can prove their worth.
  2. D8=2:They encounter a stupendously large scorpion, an intimidation to local traffickers, somehow both nuisance control and local oddity magnified.
  3. D8=3:A mirage reveals an enormous treasure hoard. Upon closer inspection, it's guarded by a dragon who can manipulate the illusions itself, creating endless deceptive layers of protection.
  4. D8=4:The marks of celestial shards in simple charred dunes imbue small tales suggesting mundane ephemeral thoughts – so broad but mundane.
  5. D8=5: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.
  6. D8=6:A group of merchants riding mules approach you and ask you if you've seen anyone wandering along this road recently. They're looking for their mule which escaped during a tempest several hours ago and hasn't returned yet. If anyone spots it and brings it back safely, they'll reward you with 10 silver pieces each!
  7. D8=7:You stumble upon an argument between three camels and their two equally stubborn riders about the correct path, a debate sizzling hotter than the midday sand.
  8. D8=8:A broken compass points insistently towards a fixed direction. Investigating it might reveal magnetic anomalies or hidden ley lines.

d100 = 75

  1. D8=1:A small pack of wild hyenas are stalking the adventurers.
  2. D8=2: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.
  3. D8=3:Encountering slight rhythmic vibrations beneath their feet, the players are serenaded by the distant, haunting music of sand dunes shifting.
  4. D8=4:A large sandstorm appears in the distance, heading straight for the players.
  5. D8=5: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.
  6. D8=6:Tiny bursts of fire flicker and dance across the dunes, leading to a hidden forge where a master blacksmith ghost crafts weapons of legendary renown.
  7. D8=7: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.
  8. D8=8:A man dressed in a bright blue robe is sitting underneath a lone tree, sobbing uncontrollably.

d100 = 76

  1. D8=1:At nightfall, a guide offers a stargazing session, tracing star patterns rarely seen outside the clear desert skies with mythic tales to match.
  2. D8=2:The characteristic buzz of a desert bee hive can be faintly heard.
  3. D8=3:At the edge of a deep ravine, a small campsite hosts merchants selling rare, exotic spices from distant lands. They whisper of growing unrest in the capital.
  4. D8=4:They are shadowed by a hovering mirage of a dragon's form, real or imagination clawing desperately at thoughts of emerging defiantly.
  5. D8=5:As the party travels through the desert, they come across a strange tree with a strange fruit growing on it. If the players eat the fruit, they will gain powerful magic abilities.
  6. D8=6:The group stumbles into a tar pit, with sticky, lethal traps and monstrous predators. Unity and careful extraction methods must be employed to save trapped members and escape.
  7. D8=7:A group of bandits are attacking a caravan. They are trying to steal as much treasure as possible.
  8. D8=8:The players come across a serene dune formation that looks like a giant sculpture. Meditating here grants visions of ancient knowledge, but one vision hints at a malevolent force stirring beneath the sands.

d100 = 77

  1. D8=1: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.
  2. D8=2:A small clump of vines is found in the sand, bearing impossible fruit, possibly left by a mythical fae.
  3. D8=3:A radiant, solarizor sphere hovers in mid-air, casting long shadows. Old guide texts suggest avoiding proximity unless understanding celestial timers.
  4. D8=4:The sight of distant lightning offers either a natural phenomenon or magical interference from secret spellcasters of the desert.
  5. D8=5:A lone sphinx resting atop a weathered rock.
  6. D8=6:You see a giant sandstorm approaching. Those who are caught up in it will experience visions of their past and future.
  7. D8=7:The players encounter "Desert Dancers: Have a Bow."
  8. D8=8: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 = 78

  1. D8=1:A sudden eclipse darkens the sky, and emerging from the shadows is a clan of sun-averse elves who have their own agenda for the day’s diminished light.
  2. D8=2:The Madmen of the Old Ways refuse to help peasants. They only help other madmen. They are hated by the citizens of the surrounding towns...
  3. D8=3:The towering bones of a long-dead behemoth.
  4. D8=4:The sound of a sand dune shifting in a windstorm. If the players look, they'll see a sandstorm approaching.
  5. D8=5:The sun sets with an exceptional show of colors painting the sky, becoming an unforgettable and serene moment their path will never forget.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:The characteristic buzz of a desert bee hive can be faintly heard.

d100 = 79

  1. D8=1: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.
  2. D8=2:A roadrunner hosting "Scavenger Hunt: Find the Mirage!"
  3. D8=3:An inexplicable, chilling breeze accompanies the sound of bells jangling in the distance. Following it reveals a spectral caravan, caught in an endless loop.
  4. D8=4: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!
  5. D8=5:Players come across a small oasis. It has a small pond and some trees. If the players put a giant fish in the pond, it will bring new life to the oasis.
  6. D8=6:You encounter a tribal nomad tending a small herb garden half-buried in sand, hoping to trade rare desert herbs for protection.
  7. D8=7:The party finds a group of travelers who have been attacked by a group of desert dwelling trolls.
  8. D8=8: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.

d100 = 80

  1. D8=1:A crystalline spring bubbling from a dragon’s resting spot.
  2. D8=2:At night, the players hear cries for help. They find a nomad trapped in quicksand, days from death. Upon rescue, he shares tales of a mystical artifact that can control the desert winds. However, if the players seek it, they will face 3d6 sand golems bound to protect it, each echoing the laments of past souls.
  3. D8=3:You find a group of bandits who are attacking an oasis. The oasis is guarded by a powerful magical creature, who will attack any intruders.
  4. D8=4:A tribe of nomads are seen riding through the desert. They are on the hunt for a tribe of giant lizards. They will hire the players to help them kill the lizards if they come across them.
  5. D8=5:A group of halflings have been terrorized by a living scarecrow.
  6. D8=6:You stumble upon a nomad camp. The nomads are sick. They are being tended to by a cleric. They say they were on their way to the city when they were struck by a sickness that caused them to fall ill. They are worried they are going to die. They were headed to the city because they thought the cleric there could help them.
  7. D8=7:An enormous creature—a colossal desert tortoise—ambles slowly across the landscape. Its shell is an ecosystem in itself, with plants and small creatures living atop it.
  8. D8=8: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.

d100 = 81

  1. D8=1:They find a natural archway formed by the wind, perfect for pictures or quietly standing beneath to take in the ethereal beauty.
  2. D8=2:The players come across an old, abandoned city, the walls of which are inscribed with strange runes.
  3. D8=3:The party sees a group of merchants traveling through the desert. The merchants are dressed in green and brown robes. The merchants are carrying large sacks of coins and gems. The merchants are traveling to the Coast of Zan to sell their goods.
  4. D8=4:The day's heat is broken by a cool, unexpected evening breeze.
  5. D8=5:You find an oasis with a powerful djinn, who will grant three wishes to those who can answer his three questions correctly.
  6. D8=6: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.
  7. D8=7:An abandoned, wind-worn journal tells of a djinni granting wishes on peak high sands.
  8. D8=8:An old man is standing alone in the middle of the desert. He is speaking to himself and seems quite mad.

d100 = 82

  1. D8=1: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.
  2. D8=2:A coat of arms and ensign embedded in the sands hint at a past knightly order. Locals tell foreboding tales of their final standoff.
  3. D8=3:The skeletal remains of a colossal beast picked clean by scavengers dot the sand. The bones radiate an ancient, foreboding presence.
  4. D8=4:The party sees a group of men on camels approaching from the distance. As they get closer, the party can see that they are a group of traders from a nearby city. They are carrying jars of spices and rare gems in their saddlebags. The leader is an older man. He approaches the party and offers to sell them some of his wares at a discount price.
  5. D8=5:A group of 2d6+8 men and women, dressed as desert merchants, are standing around talking. They are traveling to the nearest village. If approached, they will be friendly, but wary. They are merchants who were robbed by bandits and will trade at a very high price.
  6. D8=6:The dried-out shell of a gargantuan tortoise.
  7. D8=7:Crowdsourced palm readings by a lofty hermit palm tree resonate earnestly with half-hearted fortune-telling.
  8. D8=8:The party sees a group of merchants traveling through the desert. The merchants are dressed in green and brown robes. The merchants are carrying large sacks of coins and gems. The merchants are traveling to the Coast of Zan to sell their goods.

d100 = 83

  1. D8=1:A loud cracking boom leaves the characters facing a long valley that was recently a safe crossing, now a gaping crevasse thanks to magical or geological mischief.
  2. D8=2:Players come across a group of draconians engaged in a heated battle. If the players intervene, they may be able to turn the tide of the battle.
  3. D8=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.
  4. D8=4:A horde of 4d6 giant scorpions emerges from the dunes, aggressively defending their territory. The group must coordinate their attacks and use tactics to avoid venomous stings.
  5. D8=5:The sight of distant lightning offers either a natural phenomenon or magical interference from secret spellcasters of the desert.
  6. D8=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.
  7. D8=7:The sky remains mercilessly clear, allowing no respite from the sun.
  8. D8=8: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.

d100 = 84

  1. D8=1:'G' is a halfling farmer. He is holding a group of travelers hostage. He is holding them for ransom. He wants money from their families.
  2. D8=2:A group of 1d4+2 men and women (dressed in robes) are traveling on camels across the desert. They are on a mission for a wizard. They will trade with players for one day before continuing their journey.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5:A nomad camp is besieged by a group of lizard folk. They need the players' help in driving the lizard folk away.
  6. D8=6:The players hear a voice: "Why did the sand blush? Because the tide saw it."
  7. D8=7: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.
  8. D8=8:The players come across a small campsite. There are several dead bodies lying around the campfire, and there is also a small book. If the players read the book, they will learn about a man named 'Mordy' and he was traveling with a group of people through the desert when they were attacked by a group of bandits.

d100 = 85

  1. D8=1:The players come across a strange stone circle in the middle of the desert. In the center is an ancient artifact that they must find and bring back to the old man at the nearby village.
  2. D8=2:As players trek across the dunes, they discover an untouched, immaculate garden. Twist: The garden is kept by desert spirits who demand visitors trade a memory for passage.
  3. D8=3:You stumble upon a crater filled with jagged rocks. Among the debris, an ancient sword hums with barely perceivable magic.
  4. D8=4: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...
  5. D8=5:A slender pillar of black stone juts from the sand with inscriptions foretelling cataclysmic events, eerily recent yet faintly reminiscent of earlier prophecies.
  6. D8=6:The party sees six large birds flying in formation. The birds are carrying with them the body of a human.
  7. D8=7:The sun’s relentless gaze leaves their faces tingling with a mild sunburn.
  8. D8=8:A merchant is selling "exclusive" desert sand, claiming it's a "gritty deal."

d100 = 86

  1. D8=1:A flock of sacred ibis cuts a striking sight as they move silently across a mirrored stretch of desert water, their elegance unforgettable.
  2. D8=2:Two men, both with missing limbs, approach the party, begging for help. They are trying to get to a city.
  3. D8=3:A traveling circus called "Sand Sensations!"
  4. D8=4: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.
  5. D8=5:Rationing their dwindling water supply, the players discover a spring at the foot of a sacred statue of a forgotten desert god. Healing waters run clear and refreshing, but what if taking them invites trouble from local desert clans or even resurrects the old deity's vengeful spirit?
  6. D8=6:You find an abandoned temple in the desert, filled with traps, puzzles, and the remains of a powerful creature that was slain by adventurers long ago.
  7. D8=7: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.
  8. D8=8:A gibbering bauble floating in the air says, "High and dry, just the way I like it."

d100 = 87

  1. D8=1:An oasis has been discovered in the desert. It is rumored to contain a powerful artifact.
  2. D8=2:An abandoned watchtower, filled with millennia-old scrolls pertaining to astrology and medicine, stands as tribute to the learned men and women of ancient Alexandria.
  3. D8=3:In the shadow of crumbling monoliths, animated skeletons rise to challenge intruders. Unity in both defense and offense is paramount to destroy these persistent threats.
  4. D8=4:A group of 2d6+2 humans are traveling to a nearby city. They are carrying bronze weapons and bronze shields. They are hoping to make a lot of money and then return home. They are suspicious of anyone they meet. They are on their way to sell their slaves.
  5. D8=5:The players find an ancient, weathered scroll buried in the sand that describes an incantation of flight. Twist: Using the spell attracts the attention of a sky-serpent who sees them as intruders of its domain.
  6. D8=6:A pack of unnervingly quiet hyenas watches closely, each wearing festive hats for an upcoming carnivalesque event.
  7. D8=7: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.
  8. D8=8:Players discover the tracks of what seems to be a sand giant, although following them only leads to a hidden deep desert well and more questions.

d100 = 88

  1. D8=1:A lone bandit attacks the party and then runs away.
  2. D8=2:Traveling under the scorching sun, the party meets an old hermit wrapped in desert garb. Acting as a subtle guide, he offers cryptic advice about an impending dust storm that could reveal—or bury—an ancient artifact.
  3. D8=3:The players hear a loud roar coming from the dunes. If they investigate, they will find a black dragon perched atop a dune. It will demand a tribute from the party.
  4. D8=4:A sudden, intense glare from the sun temporarily blinds a party member.
  5. D8=5:Craftily irrational vortices swiftly emerging ad hoc advising transitional sterling continents withheld ancient trade elongation extending rites anonymonously binding with desert steps.
  6. D8=6:Ambient whispers of old caravan hauls suggest systemic corruption—a chain broken retraced reveals traces of dignitaries lost in rebellion tangled in desert diplomacy with hints of newfound unity striving in secrecy.
  7. D8=7:Scorch marks on the rock faces hint at resting spots for long-gone fire drakes, leaving only whispers in the wind behind them.
  8. D8=8:The players come across a strange stone structure in the middle of the desert. It is full of riddles and puzzles, and if they can solve them, they will get a reward.

d100 = 89

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:They meet another group of travelers sun-stroked and babbling about a miraculous rain-woman who never appears, reflecting the dire straits of desperate imaginations.
  4. D8=4: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.
  5. D8=5:Players come across a large oasis. In the center of the oasis, they will find a powerful wizard who is in search of an apprentice.
  6. D8=6:The party hears the singing of a beautiful woman coming from the oasis tent. What they don't realize is that the singing is some type of magical compulsion that makes everyone within earshot become captivated by it as if they were under a charm spell for one round.
  7. D8=7:They encounter a pair of dueling swordsmen frozen in place like statues – a reminder of an ancient duel to the death and a caution of desert rivalry mechanisms.
  8. D8=8: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.

d100 = 90

  1. D8=1:In the midst of an oasis, the party finds a large stone head. If they interact with it, they will be teleported to another plane of existence filled with powerful creatures and secrets.
  2. D8=2:Morning dew clings to the sparse desert plants.
  3. D8=3:A gibbering bauble floating in the air says, "High and dry, just the way I like it."
  4. D8=4:A petrified minotaur mid-roar.
  5. D8=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!
  6. D8=6:As the sun sets, a solitary figure wearing the garb of a Bedouin nomad can be seen praying on a dark hill of sand, reminiscent of ancient Arabian traditions. He invites you to join him for a cup of spiced tea, under the tapestry of a thousand stars.
  7. D8=7:They stumble upon an entire mirage village complete with illusory villagers. Twist: Each villager's actions seem orchestrated to lead the players to a specific outcome, hinted through fleeting glimpses of true history.
  8. D8=8:Shifting sand dunes reveal glimpses of something buried long ago.

d100 = 91

  1. D8=1: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.
  2. D8=2:Bills plastered on occasional cacti herald the return of a famous, yet mundane, desert tale-spinner whose stories touch upon larger-world issues interwoven through the mundane life cycles of nomadic tribes.
  3. D8=3: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.
  4. D8=4:Discovering a semi-buried obelisk, the runes on its surface demand intricate teamwork to translate and decipher. Successfully doing so may unlock powerful magic or buried treasure.
  5. D8=5:The players hear a voice calling out from the desert. It is a merchant who has been lost for days and is asking for help getting back to civilization. If the players help him, he will reward them with a magical item he has been carrying.
  6. D8=6:The players find a sunbathing lizard wearing tiny sunglasses. "Seize the day!" it waves.
  7. D8=7:A magician shouting "A-bracad-abramos!"
  8. D8=8:A large boulder falls from the sky and crashes nearby.

d100 = 92

  1. D8=1:You find a strange stone spire in the desert that is inhabited by a powerful creature who will grant players one wish if they can answer its riddle.
  2. D8=2:A roadrunner challenges the players to a "Fast Feet Duel."
  3. D8=3:A small caravan is slowly making its way across the desert, with a large wooden wagon in tow. This wagon is a magical prison, keeping a powerful djinn prisoner.
  4. D8=4:In a quiet valley, there's a lone obelisk from the time of Ramses II, covered in hieroglyphics and partially buried by sand. Nearby, you spot a cluster of desert orchids, blooming defiantly in the searing heat.
  5. D8=5:Players encounter a tribe of desert dwellers performing a ceremonial dance, the rhythmic movements and chants a testament to their culture and resilience.
  6. D8=6:A derelict well offers water contaminated with a strange, metallic taste. Local rumors about cursed mines in the south whisper of such tainted sources.
  7. D8=7:As the sun sets, the temperatures drop drastically. Players must choose between huddling around a fire that might attract unwanted attention or braving the cold for the night in risk of minimal hazard.
  8. D8=8:The players find a strange magical pool in the middle of the desert. It is said to grant wishes to anyone who drinks from it. Will the players drink from it and risk having their wishes come true?

d100 = 93

  1. D8=1: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.
  2. D8=2:The faint outline of a demigod’s footstep fossilized in sandstone.
  3. D8=3:The party spies a group of five men who are fighting over a small, leather pouch that is tied to the remains of a horse's saddle. The men are angry and ready for a fight. If players get involved in the fight, the five men will attack the party as well.
  4. D8=4:You come across an old ruins, which is said to be cursed by a powerful necromancer.
  5. D8=5:Finding a well... with an "Out of Order" sign.
  6. D8=6:Embers of a recent campfire betrays another traveler's presence, with small wooden idols indicating an affinity for strange deity rituals.
  7. D8=7:A gaggle of geckos playing "Desert Tag!"
  8. D8=8:A common trading route reveals scattered trinkets, dropped in panic or haste. Careful tracking might reveal if the owner fled something far worse than heat.

d100 = 94

  1. D8=1:A group of three travelers are sitting outside their tents, playing a game of cards. The cards are made of wood and bone. The three travelers are sitting near a small campfire, cooking a small meal of dried meat. If the party approaches them, they will ask them for food or water. If the party provides them with food or water, they will tell them about the Zan and how they were captured by them and only managed to escape by stealing a Zan horse.
  2. D8=2:Attempting to set camp, you find that the perfect spot is currently inhabited by a family of dune-dwelling rabbits who demand compensation for rent.
  3. D8=3:They stumble upon a sentient sandglass counting their dwindling hours, pressing eerie pressure of a magical countdown demanding curiosity.
  4. D8=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.
  5. D8=5:An odd, spherical-shaped mound, possibly a domed structure for an ethereal creature, is guarded by an unseen elemental.
  6. D8=6:A group of 5d4+10 humans are traveling along the road, heading 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.
  7. D8=7:A pair of massive, skeletal remains of serpentine dragons emerge from the sands, entangled in an eternal struggle that exudes residual magic.
  8. D8=8:Players come across a small, scorpion-like creature. If they help it get its young back from a nearby nest, it will give them information about a nearby dungeon.

d100 = 95

  1. D8=1:The players come across an ancient ruin in the desert. Inside, they find a powerful artifact that is guarded by a powerful mummy.
  2. D8=2:A group of 2d4+2 mages are on their way to the city. They will try to get a job as a wizard or sorcerer. They will ask for advice from the players.
  3. D8=3:A missing village camel returns with extensive hieroglyphic tattoos, a collection of which will either spell out valuable ancient wisdom or, more likely, the equivalent of a pub crawl itinerary.
  4. D8=4:Scarecrow Army - 1d20+35 hostile scarecrows surround the party, ready to attack!
  5. D8=5:A group of nomad traders passes by, driving a herd of cattle. They're friendly, but if the characters try to buy any food, they're in for a surprise.
  6. D8=6:An ancient sun-dial, long forsaken by fabled witches, marks the convergence of mundane timings – portent for travel or misadventures by small stretches.
  7. D8=7: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.
  8. D8=8:A desert hare with a monocle and overdeveloped debating skills challenges party members to a paradox resolution contest.

d100 = 96

  1. D8=1:In the shadow of crumbling monoliths, animated skeletons rise to challenge intruders. Unity in both defense and offense is paramount to destroy these persistent threats.
  2. D8=2:An ancient scroll half-buried in the sand tells of a buried treasure just beneath your feet. Digging down reveals a complex and potentially trapped labyrinth.
  3. D8=3:A group of people are sitting around a campfire, telling stories and drinking wine. If the party approaches, they will invite them to come and drink with them. If they do, they will be attacked by a group of werewolves.
  4. D8=4:Seeing a squirrel hosting "Desert Nut-gathering Contest."
  5. D8=5:Spotting a bird singing, "Sand in the wind."
  6. D8=6:Three large birds are swooping down in front of the players, then diving toward their heads and talons first before dipping back up into the sky and repeating the process over again until the players figure out a way to make them go away or get rid of them.
  7. D8=7:The sparkling remnants of desert faerie dust.
  8. D8=8:A shimmering mirage retreats and advances, seducing wanderers with promises of untold riches but drawing them deeper into perilous regions.

d100 = 97

  1. D8=1:The adventurers come across a small settlement where the people are worshipping a statue of a god they do not recognize.
  2. D8=2: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.
  3. D8=3:The serene desolation is broken by the sound of hurried footsteps. A hooded figure with intricate tattoos emerges from the sand, begging the party to help hide them from a relentless group of bounty hunters hot on their trail.
  4. D8=4:The skies turn blood-orange, hinting at future perils or celestial beings employing the evening as their personal canvas.
  5. D8=5:Scorched dunes tell tales of resident drake or dragon, but the scorching source is nowhere to be found.
  6. D8=6: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.
  7. D8=7:Cresting a dune, the party observes distant silhouettes of three tall obelisks. As they approach, they find a group of geologists studying ancient glyphs. The lead researcher asks for help deciphering a particularly complex phrase in exchange for directions to an oasis.
  8. D8=8:Players come across a small caravan, the merchants look like they were recently robbed.

d100 = 98

  1. D8=1:The sand suddenly shifts beneath your feet, revealing a massive sinkhole. The group must work together to avoid falling in and possibly find a way to climb out if anyone does.
  2. D8=2:Ancient singing stones dot the landscape, their melodies filling the air. Destroying one releases the trapped spirit within—either grateful or vengeful—depending on their nature.
  3. D8=3:A group of bandits has set up camp in the area.
  4. D8=4: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 back to their hideout.
  5. D8=5:An invisible light casts fleeting shadows of a giggling mirage fey.
  6. D8=6:A group of strange travelers is walking down the road. They appear to be headed towards some unknown destination.
  7. D8=7:The party discovers a hidden underground burrow filled with stored provisions and simple comforts - a bandit's stash, clearly meant to be retrieved soon.
  8. D8=8: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.

d100 = 99

  1. D8=1:A flock of vultures circles overhead, a sign that something dead is nearby.
  2. D8=2:Players stumble across a group of 2d6+5 cultists chanting and dancing around a bonfire in the middle of the desert. They worship a god of destruction and chaos. They are trying to create a portal to the elemental plane of fire.
  3. D8=3: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.
  4. D8=4:A group of 2d6+4 giant scorpions roam the desert, attacking any creatures that pass by.
  5. D8=5:Sparse vocals syncophan surely suggest cosmopolitan legacies entangled traditionally invoking divergences aggregate cosmos narrating clandestine deterrent societal labyrinths.
  6. D8=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.
  7. D8=7:A sandstorm clears, revealing a "Mirage Music Festival."
  8. D8=8:On the edge of an oasis, the players come across a large camp of nomadic humans. The humans are friendly, but suspicious of outsiders. They offer to trade with the players, but will not let them leave unless they can help them with a problem they are facing.

d100 = 100

  1. D8=1:Travelers recount tales of invisible guardians ensuring safety, supposedly ancient sand elementals.
  2. D8=2:Skeleton of a gargantuan creature lies mostly buried, telling tales of titanic conflicts of the past.
  3. D8=3:You see a group of camels approaching from over the dunes. Upon closer inspection, you can see that the camels are being ridden by a group of orcs in traditional desert garb.
  4. D8=4:Discovering "Sand-Sational Sunhats" for sale.
  5. D8=5: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.
  6. D8=6:A glistening oasis appears, offering water and fruit. Upon drinking and eating, the players feel rejuvenated. Twist: They find themselves transported back in time to an ancient version of the land, where they must solve a riddle to return.
  7. D8=7:An eerie chimera roams in the distance but seems to vanish when approached.
  8. D8=8:Structural relic straddling plane verge determines ancillary mystique concealed connecting numerous confer representative’s grand designs obstructed yet unclaimed myriad beyond conceivable consort.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the desert: D1, D4, D6, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

Share
Scan to open Desert encounters (d8) on your phone
QR code linking to Desert encounters (d8) — https://www.doungim.com/dnd/encounters/desert/d8 Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/desert/d8. Point a phone camera at this code to open the Desert encounters (d8) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/encounters/desert/d8. Point a phone camera at this code to open the Desert encounters (d8) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.