Silent Sands (Dessert Adventure)

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The Silent Sands

A desert adventure for 5th-6th level characters

A poem scribed by a Bedwin storyteller named Nura Al-Zaidi

In the endless desert, where sand dunes rise,


The blistering heat beats down from the skies,
An oasis sits, a welcome sight,
With palm trees standing tall and bright.

But something's wrong, the air is tense,


People are vanishing, it makes no sense,
A sinister plot, a mystery lies,
In this place where the desert meets the skies.

The sand dunes shift, they twist and turn,


As if something lurks, just waiting to learn,
Who will be the next to disappear,
Into the depths of this land so drear.

The palms rustle, but there's no breeze,


Just a feeling of unease,
As if they know the truth of what's to come,
A fate for those who dare to roam.

The oasis beckons, but it's a trap,


For those who enter, there's no turning back,
As the sand consumes, it swallows whole,
The hapless victims with no control.

In this desolate desert, a warning to all,


Beware the oasis, don't answer its call,
For in this place, the sands hold sway,
And those who wander, may never find their way.
Running a desert adventure

The desert presents an incredibly challenging environment, with a host of unique obstacles to overcome.
If you're planning to embark on an adventure in the desert, it's essential to acquaint yourself with Chapter
5 of the Dungeon Master's Guide, focusing specifically on page 110. This section contains fundamental
rules governing extreme heat, exhaustion, strong winds, and quicksand, which are all critical factors to
consider when traversing this unforgiving landscape.
Customizing game play to suit your players' preferences is crucial. If your players enjoy immersing
themselves in role-playing and the challenges of survival, it's wise to incorporate detailed survival aspects
into the scenario. However, if your players prefer a more streamlined experience, and their characters
possess the ability to create water using magic, you can breeze over survival elements without sacrificing
the overall enjoyment of the game.
Magic makes the need to find water elementary. Consider the the 1st level spell, Create Water:
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively,
the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Where to set the desert?

The adventure can take place in any desert setting. I have placed it in Anauroch in the Forgotten Realms.

Adventure hooks

As usual, I like to leave this up to the Dungeon Master, but here are a few options:

 The heroes revive a summons from Yasir al-Amin, the headman of a Bedwin tribe in the desert of
Anauroch.

 After an unexpected/organic total party kill (TPK) in your campaign, Yasir al-Amin purchases the
heroes as slaves. While this may seem like a "railroading" move, Yasir is a man of honor who
removes their bonds and offers them the opportunity to undertake a quest on his behalf. This
presents an interesting plot twist and allows the players to decide whether to accept the quest or
try to find another way out of their situation. I like to have a backup scenario for a TPK, or Total
Party Kapture, so I can seamlessly transitional the players to a new adventure and continue their
story.

 After discovering a map with a marked location of a skull and the words "great treasure," your
heroes may decide to embark on a journey to find this mysterious treasure. Some investigation
reveals that the map pertains to Anauroch.
 The above-mentioned map may have been passed down from a deceased family member. You can
enact a scenario where the hero's family gathers to read the will. However, be aware that some
envious family members may be lurking around, attempting to snatch the map from the hero.

Wilderness Locations
Yasir al-Amin's letter

Dear adventurers,

I am writing to you with a matter of utmost urgency. I am faced with a dire situation that I
fear requires your expertise and assistance.

Whole villages of my people have gone missing, and caravans that travel through the desert
have disappeared without a trace, as if swallowed by the sand. Our scouts have been sent out
to investigate, but they too have failed to return.

In these troubling times, I implore you to come to our aid. The Palm Oasis of Zephyr, which is
located in the heart of our territory, is where I request that you meet me. I understand that it
may be a perilous journey, but I assure you that I am not asking you to come here without just
cause.

Your reputation as skilled and resourceful adventurers precedes you, and I have no doubt that
you possess the strength and wisdom to unravel this mystery and uncover the truth behind the
disappearances. Your presence would be of great comfort to our people, who have grown
restless and fearful.

I eagerly await your response and pray that you will consider this request with the utmost
sincerity and urgency that it deserves.

Sincerely,

Yasir al-Amin

Headman
Palm Oasis of Zephyr

It is left to the Dungeon Master to decide how to get the heroes to the oasis.
In an adventure like this, it is important to set the scene as one would set a table for a banquet. Try to
stimulate all of your players' senses. Use the description below when the heroes arrive:

In the midst of the scorching desert lies the Palm Oasis of Zephyr, a refreshing respite for
weary travelers. Tall trees sway in the wind, their branches laden with ripe, juicy dates that
glisten in the sun. The oasis is surrounded by dunes that stretch as far as the eye can see, and
the only relief from the relentless heat is the cool shade of the trees.

Moving closer, you see a small water hole, crystal clear and inviting, surrounded by rocks and
sand. Goats and camels are tied up nearby, resting in the shade. You've heard that the nomadic
people who live here use the camels for transportation, and for carrying goods across the
desert.

The oasis is a small village made up of colorful tents in yellows and ocher, flapping in the
wind. The tents are adorned with intricate patterns and embroidery, and each one is a work of
art.

In the center of the oasis is a permanent sandstone building that dominates the village. The
walls are pitted by sandstorms, its corners and edges smoothed.

There is also a small bazaar where travelers can buy goods and supplies. The bazaar looks to
be a lively and bustling place, filled with the sounds of haggling and the smells of roast meat.
There are vendors selling fresh fruits, spices, and handmade crafts. You can see intricate woven
baskets and rugs made from camel hair, and beautifully crafted silver jewelry.

The people dress in loose and flowing garments that provide both comfort and protection from
the harsh desert environment. Head coverings are also common, with many villagers wearing
turbans or scarves to protect their heads and faces from the sun and sand.

In addition to their clothing, many of the oasis' people are adorned with jewelry and other
decorative accessories such as bracelets, necklaces, and earrings. These are fashioned from a
variety of materials, including precious metals and gemstones or from more common
materials such as bone or wood.

Allow the heroes to wander around the oasis as they desire, adding NPCs and shops as needed. Basic
equipment is available at standard prices.
Rumors
Allow the heroes to gather some rumors as they speak with the locals. Create some of your own or use
these:

1. There's a powerful sandstorm that has been sweeping through the desert, swallowing up entire
caravans and leaving no trace behind. Some say it's the work of a powerful djinn who's angry with
the caravan traders for disturbing the peace of the desert.

2. There's a legendary creature that roams the desert at night, snatching up unsuspecting travelers
and dragging them deep into its lair. Some say it's a giant sand worm, while others believe it's a
powerful demon that's been summoned from the abyss.

3. There's a cursed oasis deep in the desert that's said to be haunted by the spirits of those who died
trying to reach it. Travelers who venture too close to the oasis are said to be cursed with bad luck
and are doomed to become lost in the desert forever.

When the heroes are ready to meet Yasir, the villagers will direct them to the only permanent structure in
the oasis, as described above.

Walled home of Yasir al-Amin


Yasir al-Amin
Yasir greets the heroes warmly, thanking them profusely for coming to his aid. Read the following:

You're greeted by a small group of dervish guards who escort you inside. The interior of the
home is decorated with plush carpets and cushions, and the air is filled with the sweet scent of
burning incense.

Yasir al-Amin rises from his seat to greet you. He is a tall, imposing figure with a thick black
beard and piercing blue eyes. Despite his intimidating presence, his voice is warm and
welcoming as he greets you. "Welcome, honored guests," he says, motioning for you to take a
seat on the cushions. "It is rare to see outsiders in our land, especially ones who have traveled
so far. I am Yasir al-Amin. Please, make yourselves comfortable."

A servant enters the room, carrying a tray of refreshments. Yasir gestures to the tray, offering
you a selection of fine wines, fresh dates and desert fruit. "Please, partake of our hospitality,"
he says.

As they enjoy the refreshments, Yasir engages the heroes in conversation, asking about their journey.
Despite his friendly demeanor, there is a tension in his manner and words.

Yasir's servants then serve the heroes cupo, a hot bitter drink made from the pod of a desert plant(similar
to chocolate). The drink is a delicacy and the desert people use cupo powder as a bartering currency.
After refreshments, the headman is keen to relate his problem, read the following or relay bit by bit in the
form of a conversation with the players:

“My honored guests," Yasir says, as he pours each of you a cup of bitter cupo. "I am grateful
that you have come to my humble abode, so that we may discuss the matter at hand."

"For some months now, caravans heading deeper into the desert have gone missing, as if
swallowed whole by the sands. Our scouts have searched the area, but they only found
deserted villages and abandoned camps. It is a mystery that confounds us all.”

"Some of my people are superstitious," Yasir responds with a hint of exasperation. "They
believe that a great worm of legend is devouring our people for their sins and greed. But I pay
no stock to such nonsense. I know that there must be a logical explanation for these
disappearances."

Yasir sighs, "My people are too scared to venture any deeper into the desert, and I cannot
convince them otherwise. That is why I have summoned you here. As outsiders, you may be
able to uncover the truth."

He leans forward, his piercing blue eyes locking onto you, "I need your help. I need you to
investigate this mystery and find out what is really happening out there,” he says, gesturing to
the desert. “If there is indeed a danger that threatens my people, we need to know so that we
may protect ourselves. And if it is something else entirely, we need to know that as well."

“I have prepared a scout to guide you, and will equip your group with everything you may
need; camels, tents, weapons and armor.”

“Your reward shall be my eternal gratitude, and this...”

Yasir produces a golden egg and passes it to the heroes, saying, “This is now yours.”
It is a breathtaking masterpiece, intricately crafted from the finest gold and adorned with an array of
sparkling precious gems. The gems, including diamonds, rubies, and emeralds, are arranged in a
captivating pattern that seems to dance and shimmer in the light. The egg itself is of substantial size,
fitting comfortably in the palm of one's hand.
At first glance, the egg appears to be a solid piece, but upon closer inspection, one can see a subtle seam
that runs along its middle. This seam is actually the opening mechanism for the egg, which can be
unlocked by a small, hidden latch.

Yasir opens the egg, revealing a surprising treasure within - a golden mechanical bird, also encrusted with
gems. The bird is exquisitely detailed, with wings that appear to be in mid-flight and feathers that gleam
in the light. Its eyes are crafted from the same dazzling gems as the egg, giving the bird a lifelike sparkle.

The bird is magical, and is called a the Egg of Nazar (meaning eye). It has been in his family for
generations. The item requires atunement. The possessor of the egg enters a trance-like state and sees
through the eyes of the bird. The bird has the same statistics as an owl (Monster Manual, page 333) except
that it has an AC of 16 and 22 hit points. The bird can fly up to 500 feet from its owner before ceasing to
function and dropping out of the sky. It can be used up to three times a day for up to 10 minutes per use,
recharging fully at dawn.
Preparation
Assuming the heroes accept the mission, Yasir provides them with the following:

 One camel per hero (Monster manual, page 320)


 A leather tent, one per hero
 Any standard equipment, within reason, from the Player's Handbook
 A guide, a female kenku named Skye

Skye
If you need to, familiarize yourself with kenku by reading page 194 of the Monster Manual.

Despite kenku being commonly associated with greediness, Yasir attests to Skye's trustworthiness and
expertise as a guide. Having rescued her from a slaver's caravan years ago and granting her freedom, Skye
has proven to be a faithful companion to Yasir. He assures the heroes that they can rely on her without
hesitation.

Skye dresses in an ocher cloaked robe that hides her features from casual inspection.

The kenku rides an elephant named Snitch that is under her command (Monster Manual, page 322).
Snitch is fitted with a colorful saddle-come-seat that can accommodate up to three medium creatures.

The cloth and leather seat on the elephant is a vibrant and eye-catching display of colors. The
seat's surface is adorned with a kaleidoscope of hues, consisting of bright oranges, deep
purples, lush greens, and vivid blues, all expertly woven together. The cloth fabric itself is silky
to the touch, while the leather material used for the edges and straps of the seat provides
durability and strength.

As the elephant moves, the seat sways slightly, and the colors seem to dance and play off one
another in the sunlight. The combination of the colorful cloth and sturdy leather create a seat
that is not only beautiful but also practical for riding on an elephant's back.

Snitch won't allow the heroes to ride her until she is familiar with them. It is left to the Dungeon Master
to decide when this condition has been met.

Skye does her best to avoid combat, and will only place Snitch in danger if the expedition is in mortal
danger.
Setting off into the desert

Once the heroes are prepared, Skye leads them into the desert. Her plan is to travel to some of the nearer
Bedwin settlements and see what they find.

Refer to the area map for prominent locations.

Each square is approximately 8 miles. Given the harsh conditions, I would suggest traveling 8-12 miles per
day. Feel free to utilize any survival rules you may have to enhance the expedition.
Random encounters

Roll for a random encounter three times per day, once at each dawn/early morning, noon, and
sunset/evening. Roll a d12. A roll of 1 indicates a random encounter. If the encounter does not seem
appropriate, roll again. Also, many of the suggested encounters are non-combat – consider adding them
whenever you like to add flavor and suspense.

1. Smoke

Blown by the wind, a column of sooty smoke soot rises into the air.

Skye can confirm that the smoke does not arise from a known settlement. If the heroes decide to
investigate, they come across a grizzly scene.

The heroes stumble upon a gruesome sight in the arid landscape - evidence of a fierce battle.
Camels and people are heaped together, their remains charred. The stench of burnt flesh and
hair is nauseating.

Nothing valuable can be found as the bodies have been thoroughly looted.

If asked for her opinion, Skye shrugs and explains that there are many competing Bedwin tribes in the
desert and they often come into conflict with each other. She cannot tell if the deceased are villagers from
Yasir's village or another.

2. Carrion

The heroes come across a similar scene to the one above, but the fire has burnt out, leaving little more
than smoldering bones. A pack of five hyenas (Monster Manual, page 331) are picking over the scene.
They have no desire to fight the heroes, or Skye's elephant for that matter, and dash off, yapping in
annoyance.

A murder of giant vultures, six in all, are circling high overhead. Check their stealth roll versus the heroes'
passive perception to see if the heroes notice them. They were happy to wait for the hyenas to have their
fill, but won't wait for the heroes. The vultures flee if half their number are killed.

3. Sinkhole

A sinkhole opens up beneath the lead heroes. Sinkholes behave much like quicksand – refer to the
Dungeon Master's Guide, page 110. Unlike quicksand, sinkholes are much larger, typically 100 feet square.
Remember that the heroes' camels will need to deal with the sinkhole as well.

4. Sinkhole ambush

Add a horrifying element to the sinkhole encounter by unleashing a pair of desert ankhegs from beneath
the sand, right in the midst of the heroes. These deadly creatures have mandibles that tear through flesh
and spit acid that burns their prey. Despite their resemblance to the ankhegs featured in the Monster
Manual on page 21, these ones have a unique feature - their carapaces are striped like a tiger's hide and
sand-colored, earning them the name "tiger ants" among the locals who are absolutely terrified of them.

The sand ankhegs are not affected by the sinkhole, making them dangerous adversaries. A particularly
nasty Dungeon Master could have the beats attempt to grapple the heroes and pull then under the
shifting sands.

5. Ruined palanquin

The heroes come across the remains of a merchant's palanquin.

The palanquin is partially buried in the dunes, its four legs and one side almost completely
covered by sand. The remaining side is exposed to the elements, with jagged edges where the
wood has splintered and cracked.

Ripped cloth is strewn around the palanquin, caught on the rough edges of the wood and
fluttering in the desert wind. The cloth is a faded shade of crimson, frayed and torn in places.
It looks like it once covered the palanquin, providing protection from the sun and the sand.

Skye recognizes the palanquin as belonging to a cupo merchant that regularly visited the Oasis of Zephyr.
A thorough search reveals nothing of interest.

6. Mirage

The heroes see a long line of mounted camels heading in their direction, at least twenty, strung out over
at least 100 feet.
Once the caravan gets to within 100 feet of the heroes, it vanishes. Skye reports that these occurrences are
not uncommon.

7. Sandstorm

A storm brews; read the following:

The sky above the heroes gradually darkens with an ominous hue. The air grows thick with a
sudden drop in visibility, as gusts of hot, dry wind whip up the loose sand and throw it into the
air.

A sandstorm, a wall of swirling sand and dust, approaches rapidly. Its roar drowns out all
other sounds, as if a thousand angry lions are charging towards you. The wind picks up,
making it difficult to maintain your footing on the shifting ground.

Skye counsels that it is too late to erect the tents and that they should take cover behind Snitch. The
elephant lowers himself to the sand on all fours to provide a barrier against the storm, and the kenku
nestles in.

The sky darkens to an eerie orange hue, as if the very air is on fire. Visibility drops to a few
feet, and the landscape becomes an indistinct blur of brown and gray. The storm engulfs you,
whipping at your clothing and sending sand flying into your eyes. Small rocks and pebbles
whiz about like missiles.

Relentless, the storm rages with a ferocity that makes it feel almost alive.

Those sheltering behind the elephant take no physical damage. Anyone else suffers d4 slashing damage
per hour.

8. Scavengers

This encounter could occur soon after a sandstorm. A band of dervishes (treat as bandits with scimitars
and spears) led by a warlord (treat as a bandit captain) have laid an ambush for the heroes. They lie in
sand-covered hides (shallow pits) on the trail the heroes are following and attack when the heroes are in
their midst, preferring to use their spears (each has 2) before rushing into melee combat.
The bandits are intelligent and target heroes wearing light armor or casting spells.
There are 3d6 dervishes.
The warlord's name is Anwar Khalifa. If he feels the fight is going against his band, he offers a truce (note
he does not surrender). Anwar offers his life for information on the nearest point of interest. The
information will be useful.

9. Shooting star (night only)

A brilliant star streaks across the night sky, gone in a heartbeat.

Anyone who witnessed the shooting star (likely those on watch) has advantage on their saving throws for
the next 24 hours.
Wilderness Locations (see map at beginning of adventure)

1. Palm Oasis of Zephyr

2. Al-Hayat Well (meaning life giving)

Skye cautions the heroes that the well is a place of attraction for numerous creatures. Although Yasir
usually stations a patrol of his dervishes at the site, they have been hesitant to venture into the desert.
Skye expresses uncertainty about what the heroes might encounter there.

The Al-Hayat well is a wondrous creation, watched over by a 30-foot tall statue that stands at
the far end of the pool. The statue is that of a robed warrior wielding a scimitar, but is heavily
eroded by the forces of nature and time. As you get closer, you see that it is has been defaced
by graffiti and attacked by vandals. You can't help but wonder who would deface such an awe-
inspiring work of art. Despite its dilapidated state, the statue still commands a presence that
leaves the heroes in awe.

The well itself is similarly breathtaking, a shallow rectangular pool tiled in sky-blue stone. The
inviting water sparkles in the sunlight, and is lined by statues of dervish-like robe warriors,
some of which are now headless. You wonder who these warriors were and what battles they
had fought.

Worn stairs climb either side of the statue and shadowy archways flank the statue's head,
giving you the impression the monument is hollow.

The well is indeed occupied. A hunting party of 12 thri-kreen (Monster Manual, page 288) are currently at
the site. Their scouts detected the heroes unless the players took exceptional precautions or perhaps
employed the egg.

The bug-men are scattered around the site, having used their Chameleon Carapace ability to blend with
the sand and stone.

Three of the creatures have the ability to use psionics and all of them wield martial weapons (gythka and
chatkcha). Each thri-kreen has four chatkcha (ranged weapons).
Al-Hayat Well
3. Solace Oasis Village

After recovering from the thri-kreen encounter, Skye heads for the village known as Solace Oasis. The
village is normally home to the Scorched Sand people, a Bedwin tribe closely allied with Yasir.
The village is deserted. Read below as the heroes approach:

As you approach the village, you see a cluster of tents and dwellings made of cloth and animal
hides, separated by narrow paths in between.

However, the village is eerily quiet with no signs of life. There are no sounds of people talking,
no animals grazing, and no movement in the village. Only the sigh of the wind.

The silence is unnerving.

If the heroes enter the village, read:

As you get closer, you notice signs of a struggle. The tents are in disarray, with some of them
torn or ripped open. There are signs of dried blood on some of the tents and the ground, and
stray arrows are scattered about, suggesting that there was a violent conflict in the village.
You also find bits of broken pottery and overturned carts.

All of these clues point to a recent attack of some sort, yet there are no bodies.

A DC 20 Investigation (Intelligence) checks reveals a clue: a single word had been hastily scribbled on a
pottery shard near a cold fire pit. It reads: Alkali. If the heroes don't find the clue, Skye will. She can tell
the heroes that Alkali refers to an ancient mountain watchtower on a ridge northeast of their current
location.

The heroes may search for tracks leading away from the village. If there were any, the sandstorms have
long since covered them.

If the heroes spend the night in the village, consider running the sandstorm random encounter. The
village provides adequate protection from the storm.

What happened here?


The village was attacked by pterafolk, servants of Nos. The pterafolk carried off many of the villagers,
taking them to the naga's lair (area 7). Those that survived the attack fled to the Alkali Watchtower.
4. Alkali Ridge and Tower

Once the heroes reach the foot of the low mountains, they will see the ancient white marble watchtower
sticking up like a disembodied hand from the rock. A narrow path winds its way up the foothills and into
the mountains.

The mountain tower in the desert is a magnificent sight to behold. Built from white marble,
the tower stands tall and proud, its slender towers reaching for the sky like the fingers of a
disembodied hand.

Note that Snitch is unable to make the climb to the tower, and Skye will not leave him.

What's happening?
The survivors of Solace Oasis fled here many weeks ago, seeking refuge in the tower. They were pursued
by the pterafolk. The villagers sent a number of messengers to seek aid, but the pterafolk picked them off.
The pterafolk have been instructed not to fly west, yet anyway. Nos does not want to engage the
settlements there, including the Oasis of Zephyr, until she is ready.
The pterafolk have had difficulty accessing the tower's interior due to their size and have chosen to lay
siege to the tower. When the heroes arrive, a handful of starving villagers are making a last stand on the
spire's top. The pterafolk are diving on the defenders and attempting to grapple them. Snatched victims
are either carried off or dropped to their deaths.
There are a total of 15 pterafolk assaulting the tower, but only a portion, perhaps a third, will engage the
heroes at any one time.
Perceptive heroes will notice that the pterafolk fly off to the northwest with their captives in claw.

As you approach the tower, screeching cries pierce the air. Large winged creatures circle the
tower, diving with lightning speed, swooping up defenders with their sharp talons and carrying
them off into the sky.

The pterafolk themselves are fierce and terrifying, with sharp beaks and claws, and leathery
wings stretching up to 20 feet. Their eyes gleam with a cruel intelligence as they dart around
the tower, seeking out their next prey. The air is filled with the sound of flapping wings,
screeches, and the clash of weapons.

Despite the defenders' best efforts, the pterafolk keep up their assault, their relentless attacks
threatening to overwhelm the watchtower. It is clear that you must act decisively if you hope to
turn the tide of this battle.
Alkali Tower

Should the heroes act promptly and successfully defeat or repel the pterafolk, they will rescue a few
villagers from Solace Oasis. These villagers are emaciated and feeble, having endured several weeks of
deprivation, and the number of survivors will be limited to 4+d4.
The villagers recount a terrifying tale of a dusk attack by dozens of pterafolk on Solace Oasis. The
creatures were intent on capturing, not killing, their victims and carrying them off to the northwest.
The heroes will need to decide how to deal with the surviving villagers. They could escort them back to
Yasir or let them go alone. If they go alone, there is a 75% chance they are captured by scouting Pterafolk
and may be encountered in area 7.
Pterafolk Statistics
5. Caravan
The remains of a caravan lie partially buried in the dunes here. The heroes will find the picked over
remains of a dozen camels, colorful palanquins, and discarded equipment. Again, there are no human
bodies to be found.
The caravan suffered the same fate as Solace Oasis.

6. Sinkhole – Nos' Lair


Nos has made her lair at the base of a permanent sinkhole in the heart of a sunken plateau. The heroes
will need to cross miles of rocky terrain with little cover. The lair will not be hard to find as the pterafolk
can be seen flying to, and away from the lair.
The heroes have little chance in approaching the site unseen with Snitch accompanying them unless they
take precautions. Options might be to:

 Approach under the cover of darkness.

 Use invisibility spells.

 Leave Snitch behind (he won't be able to access the lair anyway due to his size, but the heroes
won't know that until they reach the site).

 Note that the Egg of Nazar could be useful here to scout out the site.

As the heroes get closer to the sinkhole, read the following:

Approaching the cave entrance sends a shiver down your spine, as the dark and gloomy hole
seems to swallow up all light.

Pterafolk circle high above, keeping a watchful eye. Bones litter the sandy and rocky outcrops
for miles around the entrance, most of which appear to be human. Skulls, ribs, and other
bones are carelessly scattered about, with many showing signs of having shattered from a
great height.

Oddly, you notice a complete lack of scavengers on the ground.

If the heroes have taken reasonable precautions, make a single roll as they near the sinkhole to see if the
pterafolk detect them – make a group Dexterity (Stealth) check versus the pterafolk's passive perception.
If the heroes approach under the cover of darkness, allow the heroes' Stealth checks to be made at
advantage.

If the heroes are discovered, they will face three waves of d4+1 pterafolk, each separated by 10 minutes.
When the heroes approach the sinkhole itself, read:

The air around the entrance of the cave is thick with the foul smell of decay and death. It clogs
your nostrils, and makes you want to gag. Sound echoes eerily from within the cave; you
imagine that you can hear the faint flapping of leathery wings and claws scraping across
stone.

With a deep breath, you steel yourself and step into the cave. The sand covered stone floor dips
at a sharp angle, boring into the desert with wide shelf-like steps.

Area descriptions (see map below)


Refer to the side view of the sinkhole for reference as the area is three dimensional.

1. Entrance

Use the boxed description above to set the scene.

2. Pterafolk nests

Each of these nests contains 1-2 mature pterafolk and well as a d4 young. The fledglings are incapable of
flight and are non-combatants.
Read the following:

You come across a large nest made of a tangled mess of twigs, bones, and other debris, filled
with young pterafolk.

The young are actively pecking at dark eggs that have yet to hatch. The eggshells appear tough
and leathery, but the fledglings seem to be enjoying the yolk. The sight is both strange and
unsettling. The fledglings fight among themselves for the best pickings, their high-pitched
squawks echoing throughout the cavern.

The adult pterafolk defend their nests to the death.

Each nest has an assortment of trinkets and items taken from their victims, including clothing, torn
leather armor and possibly magical items. For each nest searched, there is a 50% chance of d3 random
magical items from Table A (60%) or Table B (40%) in the Dungeon Master's Guide, page 146.
3. Hole

A natural 10 foot wide hole sinks into the stone here. The odor rising from the hole is almost
overpowering.

The drop to the floor below is 100 feet.

The bones and decaying remains of countless humanoids lie scattered below this hole. The pterafolk drop
their victims down here so that the lower nests are fed.

The graveyard is so extensive that it would take the heroes at least an hour to search it thoroughly without
magical assistance, such as a detect magic spell. The following items can be discovered here: Boots of
Levitation and Horseshoes of Speed.

4. Crude rope and winch

A winch has been setup above another ten foot wide hole. It consists of three metal legs that
extend from a central point to form a stable tripod structure. The legs have been set into the
stone and appear sturdy.

At the top of the tripod is a winch mechanism that is used to lower and raise objects or people
into the hole. The winch has a crank handle that can be turned to reel in or let out a rope. A
rope dangles into the hole.

The winch was useful when Nos had servants that couldn't fly, but she has since replaced them with
pterafolk. The rope dangles 200 feet to the floor of level 4 (area 7).

Assuming a medium humanoid is being lifted, the winch has the capacity to raise the rope by 10 feet per
turn, and lower it twice as fast. It can be wound in either direction to adjust the height of the rope for
lifting or lowering purposes.

5. Cave exit on level 3

Heroes using the rope to descend will pass by this level. By swinging side-to-side, they can can leap onto
the ledge of the hole here. This maneuver requires a successful DC 6 Dexterity (Acrobatics) or Strength
(Athletics) check.

6. Bones
The bones of an enormous creature rest here, partially buried in the stone itself. One in
particular, perhaps a rib, forms an intact archway ten foot across and nearly as high. The bone
has been polished, giving it a sleek and refined appearance, and the surface is free of any
cracks, chips, or imperfections.

The bones are the remains of a great sand worm, akin to a purple worm. The worms once roamed the
desert but were hunted to extinction for their lucrative leather and poison. The heroes may have heard
rumor of these sand worms at the beginning of the adventure.
The desert tribes speak of the mighty worms that once roamed the sandy dunes, their tales passed down
from generation to generation by word of mouth. These stories are not mere fables, but rather a testament
to the existence of these creatures that once ruled the harsh and unforgiving desert.
If Yasir was to learn of the worm's remains, he would build a shrine is this location to preserve it. Passing
on such information will further increase the heroes' standing with the Bedwin tribes.

7. Rope drop-off
The rope descends to a huge cavern that opens to the south.

8. Shrine to Nos
Nos will be here holding court with a small envoy of yuan-ti that have been sent to gain her favor and
propose an alliance. Spirit nagas are not overly fond of the serpent folk, but she is listening to the
proposal.
If you feel that you to reduce Nos' power, consider that she may have used her dimension door spell twice
already today to bring the yuan-ti leader to her shrine. Nos does not have the ability to fly so she uses
dimension door to move about her lair. If this is the case, she will only have one 4th level spell slot
remaining.
The following creatures are in the cavern:
 Nos - a spirit naga
 Kessik – a yuan-ti malison, type 1 (human body, snake head)
 2 yuan-ti purebloods
 Vraptor – the malicious leader of the pterafolk. Vraptor has the statistics of a pterafolk, but
maximum hit points.

If the encounter needs further balancing, consider placing Kessik's pureblood companions and Vraptor
elsewhere in the complex.
If the heroes have a chance to observe the interaction between Nos and Kessik, read the following:
The yuan-ti knelt on the ground, holding out a casket of precious gemstones towards the
naga. She regards the creature with a cold, calculating stare.

"Why should I ally myself with you, yuan-ti?" the naga hisses, its serpentine body coiling
around itself.

The serpent man keeps his head bowed, but his eyes flicker up to meet the naga's gaze. "My
queen, I offer you these gems as a symbol of our goodwill. You would have much to gain from
an alliance with my people."

The naga tilts her head, considering the offer. "And what, pray tell, do you have to offer me
beyond shiny trinkets? And why did Sasirr send you, and not come herself?"

"We have knowledge of the land and its inhabitants," the yuan-ti replied smoothly. "We can be
your eyes and ears in places where you cannot go. In exchange, we ask only for your protection
and aid in our endeavors. As for Sasirr, she leads our kind in a great battle this very night
against the desert dwellers."

The naga's eyes glint with interest. "Go on."

The yuan-ti leans forward, a sly smile playing across his lips. "We have heard rumors of an
ancient artifact, lost to time and hidden in a forgotten temple. With your help, we could
recover it and wield its power for the benefit of us both."

The naga considers the proposal for a few more moments, then finally nods. "Very well. We
have a deal. Bring me the location of this temple, and we shall see where our partnership takes
us."

The yuan-ti bows deeply. "It shall be done, my queen. We are honored to serve you."

If Vraptor is present and the combat needs to be balanced in favor of the monsters, he can let out a
piercing screech that echoes through the sinkhole summoning 3d4 pterafolk in d4+2 combat turns.

9. Library
Nos uses this room to store her accumulated knowledge, both arcane and mundane. The door is
unlocked, the naga makes good use of her mage hand cantrip to come and go, as well as read books.

The room is clean and well organized.

Books, tomes, and scrolls are arranged neatly on shelves made of stone. It will take the heroes d4+2 days
to read and catalog her collection. The books are written in a variety of languages, including Common,
Draconic, and Abyssal. The topics covered in the books reflect the interests of the naga, with a focus on
magic and ancient lore. There are volumes on the arcane arts of divination, enchantment, illusion, and
alchemy.

The room contains:


 320 worthless tomes
 129 non-magical works worth d4 x 10 gp each
 18 non-magical works worth d6 x 100 gp each
 16 scrolls of 1st level
 12 scrolls of 2nd - 4th level
 6 scrolls of 5th level
 d3 scrolls of 6th - 9th level
 a Tome of Clear Thought

Note that all scrolls are randomly determined or chosen by you.

10. Nos' chamber

This dismal room is in stark contrast to the library. The room was once a shrine, but has fallen
into disrepair. The walls and floor, once tiled with thousands of colorful stones, are now eroded
and faded. The air is musty and damp and a thick layer of grime covers everything.

The room is littered with bones, piled high in the corners in a grizzly display. Everything has
been picked clean by the naga's sharp teeth. The smell of decay hangs heavily in the air here.
Nos' Lair
Note: 1 square = 10 feet
7. Dervish Camp

Word will have eventually spread to Yasir at Oasis Zephyr. He sends out messengers to many of the
Bedwin tribes, calling them to war.
Yasir's forces have gathered on the mountain range west of Nos' lair, having erected a temporary camp of
colorful tents. Yasir has assembled 6d8+12 dervishes; half are mounted on majestic pegasi while the
others ride hardy desert horses. Yasir plans to attack the sinkhole and dispatch as many of the pterafolk as
possible.
You can use this encounter any time the heroes are in mortal danger. Note that Yasir does not yet know of
Nos' existence.
Use the following description as appropriate, altering it as needed:

The hot sun blazes down on the vast expanse of the desert, casting a golden glow over the sand
dunes and rocky outcrops. In the distance, a cloud of dust rises, accompanied by the distant
sound of horns blowing.

As the cloud draws nearer, the source of the sound becomes clear: a group of dervishes,
mounted on majestic pegasi, flying towards you, their white robes and turbans streaming
behind them in the wind. Others, riding bareback, charge forwards wielding shining swords
and shields.

The pegasi swoop low over the ground, kicking up dust and sand in their wake, their powerful
wings beating steadily against the hot desert air. The dervishes shout and whoop as they fly,
their voices ringing out in a chorus of battle cries.

Wings of dark shapes rise up to meet the desert folk, the cries of the pterafolk adding to the
cacophony. In the skies above you, chaos erupts.

Blood falls from the sky, pattering down like rain.


Aftermath and future adventures

 If victorious, a great feast is held for the heroes at Oasis Zephyr. Many of the Bedwin tribes make
the journey to meet the heroes and celebrate.

 The heroes may relate Nos' parley with the yuan-ti. None of the desert folk have heard the name,
Sasirr, but that is about to change. The yuan-ti are delving into the depths of a temple on the
borders of the desert, searching for a powerful artifact. But that story is not to be told here.

 The heroes may also tell Yasir of the great worm bones they discovered in the sinkhole. He
accompanies the heroes to the site and declares is a holy place. Yasir held little stock in the
existence of such creatures, but now he is convinced. That is another story to be told (see below).

Late at night, under a sky glittering with stars, the adventure comes to an end. Sitting around a low
burning campfire, an old man sings:

"Qaswarah al-Raml"
Sand Devourers

In the desert, where the sands are wide,


Lurks a creature, with a fearsome stride,
Massive and mighty, it roams with ease,
Devouring all, with a single breeze.

Sand devourers, the terror of the dunes,


Feared by all, beneath the moons,
Slithering and sliding, through the sands they move,
Sand devourers, the desert's grooves.

No prey too small, no foe too great,


Sand devourers, they decide their fate,
With razor-sharp teeth and armored hide,
Their hunger never subsides.

***

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