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d12 Monthly by YUMDM Issue 20 Deserts Badlands
d12 Monthly by YUMDM Issue 20 Deserts Badlands
© 2022 YUMDM, All rights reserved. Permission granted to copy for personal use. 2
The Desert & Badlands Thanks to my Patrons
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most of what I produce can easily be Aaron Seigo, Lordfulmine, Christy, allan
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play. This zine is really about sparking your Jay Alan, Michael Gorsuch, AjaxVibe, Father
creativity and inspiring you - I hope it will Goose, Christer Enfors, George Fuentes, Alan,
continue to do that. Geena, Jean-Claude Tremblay, Simon
Williams, Floyd Zoot, John Snow, Matt
With that out of the way, this issue is all bayliss, Daniel Harkins, Carl Russell, James F.
about the harsh desert and the dangerous Kelley, and Ronald Easterday, Jim
badlands. "Wilmanric" Pacek, Keith Parker, Eric Babe,
Robert Vilkaitis, Dennis Bretton, Michael Lee,
Find new monsters, spells, and knowledge Chet Cox, Craig Pettie, Bill Jaimez, Dwight
on how to survive travelling in these harsh Fidler, Michael, Brett Bozeman, David Ross,
lands. Have fun with it. Jared Colvert, Aaron Morgan, Fat Barry, None
of Your business, David Schnoll, Robert Alford,
And, as always, happy gaming! Hafsteinn Ársælsson, Colton Juhasz, and
David Risher…
- Russ from YUMDM
https://yumdm.com/ … for making this zine as good as it is.
https://twitter.com/yum_dm
Want to join this team and support the
zine? I have a Patreon account:
About Me https://www.patreon.com/yumdm
(Tiers are available to receive a physical copy
I have been roleplaying for over 30 years each month).
and DMing for most of those. I have played
over 50 different roleplaying games, but my
first love is fantasy - it’s like coming home.
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Knowing The Land There are five basic types of deserts, based
on geographic location: subtropical,
Types of Deserts coastal, rain shadow, interior, and polar.
Most people think of deserts to be long The last one - polar - we won’t cover in this
stretches of sand, but there are many types, issue as arctic regions were covered
from sandy to rocky to stony. The big extensively in Issue 19.
difference however, is the reason they form
in the first place, which varies greatly. Subtropical Deserts
Subtropical deserts tend to be very hot and
Technically, a desert is any area that gets dry in the summer, and cooler and dry in
less than 10 inches (25 centimetres) of the winter.
precipitation each year. But, as you will see,
there are a variety of deserts that exist Geography: Subtropical deserts are found
because of the location they are in. in the subtropical zones of your campaign
world. In ours, it’s between 15° and 30°
Below are the types of deserts, with north and south of the Equator.
information to help you place them in your
own campaign world so that they make Temperatures: The average temperature
some sense. found here can be as low as 50°F, and as
high as 90°F or more in the summer season.
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Rainfall: Rain generally falls in short Temperatures: Coastal deserts have brief,
bursts. Some never reach ground level. cool winters and long, warm summers.
Temperatures range from as low as 25°F in
Flora & Fauna: The flora found here are winter, to temperatures up to 95°F in
heat-resistant varieties that are good at summer.
water-retention - mostly a variety of shrubs
and small trees. Rainfall: An average of 5 inches of rainfall
is known to occur annually.
Animals are more active at night, when it is
cooler, and consist of small mammals and Flora & Fauna: Many plants and animals
reptiles. make use of the fog that rolls over the arid
surface, but many more survive in this
Examples of subtropical deserts in our harsh environment all year round.
own world: Mojave, Sonoran, Chihuahuan,
the Sahara, the Great Victoria Deserts, Some plants have adapted by growing
Patagonian desert, Iranian desert, Gobi various leaf types: one to extract the
desert, the Tanami desert. moisture from the fog, and another used
normally.
Coastal Deserts
Coastal deserts can be found in cool to Black sage, salt bushes, and rice grass are
warm zones along a western coastline, typical examples.
which have cold ocean currents running
alongside them. Animals include beetles, snakes, lizards,
moles, and larger animals like coyotes, and
Fog Clouds: In winter, the cooler air antelopes. Birds include eagles, bustards,
flowing off the ocean causes clouds of fog and horned owls.
to form, which then rolls over the desert.
Examples of coastal deserts in our world:
The fog is characteristically damp with Namib Desert in Africa and the Atacama
moisture in an arid environment that sees Desert in Chile.
very little rain.
Rain Shadow Deserts
Verdant Oasis: When these fog clouds are Rain shadow deserts exist on the leeward
trapped by mountains or caught in valleys, side of mountain ranges (the side that gets
they can feed an abundant source of life little rain).
and green verdant oases form.
When clouds hit one side of the mountain
Geography: Coastal deserts are usually range, they tend to deposit most, if not all,
located on the west coasts of continents of their rain on the windward side, leaving
between 20° to 30° latitude. the opposite side much drier.
© 2022 YUMDM, All rights reserved. Permission granted to copy for personal use. 5
Geography: These deserts can form in any Flora & Fauna: Interior deserts usually only
zone, on the leeward side of a mountain support ground-hugging shrubs and short
range that lies parallel to moist, coastal woody trees. Most animals are small
areas. nocturnal carnivores. There are also many
insects, arachnids, reptiles and birds.
Temperatures: In summer, like most
deserts, temperatures range from high in Examples of coastal deserts in our world:
the day (temperatures up to 120°F/49°C), The Gobi Desert, in China and Mongolia.
before cooling during the night (as low as
90s°F/mid-30s°C). Magical Deserts
Of course, in fantasy, there is always the
In winter, these deserts are much milder chance of some magical source for a desert
during the day, and can reach freezing forming. In this case, a desert could form
overnight. anywhere. Use the table below to see how
the magical desert was formed.
Rainfall: Rainfall in rain shadow deserts is
usually less than 2 inches per year. Table: Magical Desert Formation
D6 Reason for Magical Desert
Flora & Fauna: Flora is dominated mostly
by various tough, thorny shrubs. A genie is trying to control the
1
surrounding lands
Examples of coastal deserts in our world: A portal to the Sphere of Earth
2
Death Valley, in the United States. has been opened up
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We Took A Wrong Turn small valleys, and can be metres, to tens of
metres in depth and width.
Understanding the
Badlands Buttes
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It’s A Long Road Hazards
Many hazards exist in the dry, hot lands of
Adventuring in the Desert & deserts and badlands.
Badlands
Heat
Heat can kill as easily as any monster can.
91-110F Hot -1
Fortunately, camels and stonebeaks (see
the Desert Rats article in this issue) can Severely
111-140F -2
hot
survive up to 4 days without water.
Extremely
141F+ -4
This is why travelling along established hot
trade routes is so important (see A Journey
of A Thousand Nights article in this issue for Moderate: There are no adverse effects at
more information on this). this temperature.
Badlands are a little better than the desert, Hot & Above: Unprotected characters need
but not much. to make a saving throw versus CON/Death
each hour of travel or suffer a level of
Some watercourses flow through badlands, fatigue.
which allow travellers to hunt the animals
attracted by the water and fill their Healing Heat Damage
waterskins, but this also leaves them Fatigue from heat stroke cannot be
susceptible to monsters who want to hunt recovered until a character cools down.
and eat them.
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This can be done at night, by being doused Treatment
in water, or by magical means. Treatment requires 24 hours of care and
double the amount of water is required.
Sandstorms
Sandstorms are dangerous weather
conditions that are a feature of deserts.
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Equipment Camels and Stonebeaks (see the Desert Rats
article in this issue) make much better
Some specialised gear is needed to survive
mounts as they require less water (each can
the desert and badlands.
survive 4 days without drinking) and
camels can carry much more than horses
and donkeys (see the article A Journey of A
Thousand Nights in this issue for more
information).
Clothing
Having the correct clothing helps
significantly in hot, dry environments.
These are essential to survival and many Parasol or similar shade-giving devices
must be carried - usually on mounts. gain a +1 to any heat or dehydration saving
throw.
Mounts
Travelling in the desert or badlands without Alchemy
mounts for faster travel or to carry your Alchemists have developed a salve which
essential equipment would be folly. helps protect the user from heat damage.
Horses and mules can be used but they do Sunguard Salve: When covering the user’s
require great quantities of water. They are skin, the salve gives a +1 bonus to any heat
usually used for shorter trips. or dehydration saving throws.
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Dangerous Grounds Table: Desert Encounter Table
D20 Result
Encounters in the Desert
1 Desert Animal: lizard, snake.
and Badlands 2 Wandering monk*
6 Ancient obelisk
7 Herd of Stonebeaks****
9 D3 Giant Scorpions
Below are two random encounter tables - 10 D6+4 Bandits
one for the desert and another for the
11 Giant Lizard or Snake
badlands. Use these as needed.
12 D20+5 Desert Nomads
Table: Badlands Encounter Table 13 Old dry oasis & camp
D12 Result 14 Oasis
1 D4+2 Hyenas 15 Giant Trapdoor Desert Spider
2 Ancient Monument D6+4 Mercenaries from the
16
3 Herd of Stonebeaks Demon-Queen***
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A Journey of A would include labourers, scouts, healers,
and a priest, plus some warriors for
Thousand Nights protection.
Oasis
Oases were crucial.
And depending on the size of the desert, it Unfortunately, over time, some oases would
could be up to a three-month journey along dry up and disappear, or get subsumed by
routes that are no more than a string of sandstorms.
oases separated by long stretches of bare
desert. Stopping at oases could also be costly, each
one asking for a tax or fee for using their
The trips across the desert are usually led resources or even passing through their
by native guides who know the area well territory.
and know how to navigate the desert easily.
Travel
Without guides, a person who travels the Travelling during the hottest part of the
desert can face certain death (although year was rarely done, and so usually the
those travellers with survival skills will be two cooler seasons during the year saw the
useful). most traffic.
© 2022 YUMDM, All rights reserved. Permission granted to copy for personal use. 12
continuing in the afternoon, well into the
night.
Animals
Camels, horses, and donkeys are used to
cross the desert, but it is the camel that is
truly the best animal for longer journeys.
The other benefit of camels is they live Table: List of Trade Goods
longer. A camel's life span is roughly 50 Precious and
years, much more than that of a donkey Salt semi-precious
(30-40 years), or a horse (25-30 years). gemstones
Beads Coral
Trade
Glassware (cups,
The whole point of these large caravans was
Dates & raisins goblets, and
to transport trade goods from one place to
perfume bottles
another.
Kola nuts Ostrich feathers
You could have any number of goods Perfumes Tobacco
crossing your campaign’s deserts, but here
is a list of those in our own world to get you
started.
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Fathers, Sons & Soon, other Fathers were made in his
image: disciples of the First Father. Four in
Daughters total, and these new Fathers set out to the
four winds (east, west, north, and south) to
The Monks of the Desert bring knowledge and wisdom to other
areas.
© 2022 YUMDM, All rights reserved. Permission granted to copy for personal use. 14
benefits like +1 to hit when fighting in a Sand & Dust
hot and sandy environment.
Heat Magic
You could also reconfigure the monk
class to have more desert-related
abilities.
Appearance
The monks dress in long robes of varying
colours that show their status within the
order.
Design Notes: Robe colour and title The mage syphons off the moisture from a
could not hinge on level at all, but single target they touch. The target must
instead, be based on status or make a save versus CON/Spell or start to
reputation, if you have these in your lose moisture, drying them out. If they
campaign. succeed, there is no effect. If they fail, they
take D4 CON damage, which translates as
temporary hit points to the caster.
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Fodan’s Bury Foe Existing Spells
Alteration level 2 Existing spells that may help in the hot
desert and badland regions:
The caster causes the sand around a single
target to start swallowing them. The target Endurance - Boost your CON for those
must make an initial saving throw versus important saving throws.
DEX/Spell: if they are successful, then the Endure Elements - increasing your
spell has no effect. If they fail, they will be resistance to the heat.
consumed by the desert in D4+1 rounds. Etherealness - Become ethereal to offset
Pulling the target free requires a STR test the harshest periods of the day and perhaps
(at -caster’s level or versus the DN 10 + the move long distances much faster.
caster’s level). Leomund’s Secure Shelter - builds a shelter
which remains at a comfortable
Sand Whirlwind temperature.
Summoning level 2 Major Creation - See Minor Creation.
Minor Creation - Create objects that you
The caster creates a sandy whirlwind may need.
roughly 6-ft tall which will cause wind gusts Mount - Create a mount to carry you or
for 20-ft around the whirlwind itself, which your equipment.
will extinguish all torches and lanterns. Resist Elements - See Endure Elements.
The mage can move the whirlwind as a Rope Trick - Get away from it all.
standard action up to 30-ft per action. If a Unseen Servant - Have the servant do jobs
creature is in the same space as the for you to keep your exhaustion levels low.
whirlwind they need to make a save versus
STR/Spell or take D6 damage and be flung
10-ft in a random direction, landing prone.
If they successfully save, they only take the
damage.
Summon Sandblight
Summon level 3
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It’s A Dry Heat! Table: Fatigue Levels
Fatigue
Effects
Armour in the Desert Level
Table: Armour Worn in Hot Temperatures All effects for fatigue are cumulative.
Amour Type:
Dressing for the Desert
Temp Light Medium Heavy
In dry heat conditions you are better to
105 (40)+ CON CON (-2) CON (-4) wear light clothing that protects you from
95-104 water loss via evaporation.
- CON CON (-2)
(35-39)
This does not offer much in the way of
85-94
- - CON protection from attack, however.
(30-34)
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Desert Rats the coastal deserts. They dry out and die
within D4 minutes without being in the sea,
Monsters of Sand & Rock or the fog.
Many strange and dangerous creatures lurk Poisonous Bite: If bitten by a Fog Creep, the
in the rocks of the badlands, or the sands of victim must make a CON/Vs Poison save or
the desert. be paralysed for D4 minutes.
Armour Class: 14 (Natural armour + DEX) Making its home in rocky areas of the
Hit Dice (HP): 2 (10) badlands, it uses its speed burst to surprise
Move: 20-ft (9”) + Rush victims who stray too close, crushing them
between their strong jaws.
Abilities: S 14 C 14 D 10 I 7 W 10 Ch 8
Attacks: 2 x Claws or 1 x Bite They are a brown colour with grey spots
Damage: D6+1 or D8+2 over their tough hides.
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Abilities: S 18 C 14 D 6 I 2 W 10 Ch 8 These large predators are one of the great
Attacks: 1 x Claws or 1 x Bite dangers of the desert. It moves throughout
Damage: D6+3 or D12+3 the soft desert sands, eating whatever
moves on the surface.
Morale: Very High
Alignment: Chaotic Giant Sand Worm
Gargantuan Beast
Special Abilities:
Armour Class: 19 (Natural armour + DEX)
Rush: The lizard can run at a target with Hit Dice (HP): 16 (88)
tremendous speed, moving 100-ft in one Move: 20-ft (9”), Burrow 30-ft (12”)
action, and make a charge attack at the end
with their jaws. They can only do this once Abilities: S 24 C 20 D 4 I 1 W 8 Ch 8
per encounter. Attacks: 1 x Bite or D4 Tentacles, 1 x Sting
Damage: 2D8+12 and D12+6+poison
Powerful Jaws: The jaws of this creature can
tear and crush metal as easily as bone and Morale: High
flesh. Any armour worn will automatically Alignment: Neutral
be damaged (see Issue 3 of d12 Monthly for
rules on weapon and armour damage). Special Abilities:
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Stonebeaks Stone Dragon
These flightless, desert birds are aggressive, Stone Dragons inhabited badlands and
but also make good mounts, if cooler deserts. They are highly territorial,
domesticated. and like to shadow prey who enter their
land, watching them before finally striking
They have webbed talons which help them when their guard falls.
run quickly across the sandy deserts.
They are long and slender, and have small
They have brown-tan bodies but their wings. They are usually a reddish-brown in
wings have silver and gold feathers (which colour, matching closely that of their
are used extensively for decoration and environment.
writing), and their long necks support a
large head with a large stone-like beak Stone Dragon
(hence their name). The beak is used for Huge Dragon
smashing rocks and the hard carapaces of
prey. Armour Class: 18 (Natural armour + DEX)
Hit Dice (HP): 10 (60)
The beak of the Stonebeaks can be used as Move: 40-ft (15”)
an axe or mallet head quite easily. The gold
and silver quills are used by mages to write Abilities: S 22 C 16 D 8 I 16 W 12 Ch 16
scrolls. Attacks: 2 x Claws and 1 x Bite
Damage: D8+4 and D12+6
Stonebeak
Large Beast Morale: Very High
Alignment: Chaotic
Armour Class: 12 (Natural armour + DEX)
Hit Dice (HP): 3 (15) Special Abilities:
Move: 40-ft (15”)
Camouflage: They gain a +4 bonus to any
Abilities: S 12 C 12 D 12 I 2 W 9 Ch 9 stealth or hide checks (surprise on 1-3 on
Attacks: 1 x Peck D6).
Damage: D8+1
Rock Breath: Stone Dragons breath stone
Morale: Moderate and rock shards at very high velocity. It
Alignment: Neutral causes 10D6 damage to any who fail to
make a DEX/Vs Breath Weapon save (taken
Special Abilities: half damage).
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Deadly Oasis This could lead to a full-blown battle
between the PCs and the Demon-Queen’s
Adventure Location soldiers and mercenaries, which you could
play out using battle or skirmish rules,
Deep in the sandy deserts there lives a especially if the PCs have their own allies in
demon-queen who can change into a giant the form of able locals.
centipede at will.
Demon-Queen
She has her loyal followers shower her with The Demon-Queen plans on expanding her
riches from passing caravans and territory as she brings in the forces needed.
settlements, while her oasis in the sand
attracts victims for her to consume. Unbeknown to anyone but her and the
Blind Seer, she is making a pact with a
Oasis greater demon who will supply her with
The oasis has been here for centuries, fed enough demonic warriors to conquer the
by an underwater aquifer, which bubbles whole desert (in exchange for the many
up water into the waterhole. souls of those who live in the desert).
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Oasis Areas cliffs at all times. A ramp leads up from the
hollow to allow access.
The demon-queen maintains a number of
people here - some locals and others
brought in from surrounding areas - 2. Stables & Animal Tenders
although all are desert people. Horses and camels are kept here. Tended to
by two hostlers.
They survive on a diet of red meat from
killed beasts, fish, caviar, dates, coconuts There are 6 camels and 8 horses here at any
and milk (from coconuts and goats); as well time. All are tied up to various posts driven
as foodstuffs from raided caravans. into the ground.
© 2022 YUMDM, All rights reserved. Permission granted to copy for personal use. 22
to camp for food. It is currently being 7. Grove
hollowed out by the butcher: a large, bald Along the northside of the lagoon grow date
man who wields two meat cleavers adeptly. and coconut palms. These are tended by an
The seer took the blood of the beast for his ageing local who lives under the palms,
foul potions and ceremonies. sleeping on a hammock.
9. Stores
5. Mercenaries This building houses all the stores for the
The mercenaries that the demon-queen encampment. It is filled with barrels of
hired, house themselves here. There are 12 water, crates of dried dates, and sacks of
standard mercenaries (all F1), led by a coconuts; as well as other foodstuffs they
captain (F5) and his lieutenant (F3). The have taken from caravans.
latter two each have their own tents.
Two soldiers stand guard outside the stores
The demon-queen uses the mercenaries to at all times.
commit raids on passing caravans and
other travellers for up to two days' ride
10. Blind Seer
from the oasis. Each day there is a 3-6
The demon-queen uses the services of a
chance that all the mercenaries are here,
blind seer, using his talent to see into the
otherwise they are D4 days away.
future to her advantage.
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