2025-01-09: Desert (Cool) Encounter Map Hazards
This table is for items that are generally stationary and will primarily cause adverse effects/damage to antagonize players. Unless otherwise specified, the hazard is located where the d12 falls on the map. Some things might be better done as Description and Modifier elements, but I'll try to limit those to no more than about 3 per hazard table.
Cool Desert Hazards (d12)
Acid Spring. A geothermal spring burbling with caustic minerals does 1d4 Acid damage each time a creature comes into contact with the water. It occupies a roughly-circular area 15 feet in diameter.
Sand Sinkhole. Creatures who traverse this 10 foot square must make a DC 12 DEX save or be sucked waist deep into the sand and have their movement reduced to zero until they spend an action to free themselves.
Open Pit. Perhaps a dry well or something to trap animals, but either way, this is a 10 foot drop to those who fall in.
Unstable Terrain. If this 10 foot square area is traversed, make a DC 18 DEX save or move 10ft in random direction (or less if blocked by an object).
Rubble. Things hidden in the sand make this area into difficult terrain. The affected area is a square whose sides are 20 feet.
Cliff. The desert gives way to a rocky outcropping with a 20 foot drop at its deepest point (a single 5 foot square). The cliff is effectively a straight line 25 feet long, and the next ring of squares is a 10 foot drop, and the ones after that are a 5 foot drop. It is possible to walk from the bottom to the top of the cliff without climbing.
Exposure. For anyone not wearing proper protective clothing, take 1d2 Cold damage on initiative 0.
Wind Gusts. This area is buffeted by winds. Attempts to start fires have disadvantage, there is a 1-in-6 chance that any non-magical fire will be blown out each turn, and candles cannot be lit at all without magic.
Ice Patch. A rectangular region 10 x 15 feet is covered in slippery ice; any creature who enters the area without spiked shoes or similar has disadvantage on attack rolls while on the ice and any attack of opportunity causes the attacker to fall prone.
Eternal Flame. Flammable gas from the ground fuels a torch-sized flame that never goes out. It does 1d6 fire damage to any creature who comes in contact with it.
No Wagon Zone. The terrain here in this 20 x 20 area is particularly difficult. It can be traversed at half speed on foot like normal difficult terrain, mounts are reduced to 10 movement speed, and wagons/carts cannot traverse the area at all.
Landslide Threat. A delicate pile of sand and loose rocks may collapse at any moment. It is a 10 foot square with a 1-in-6 chance to turn into a landslide on initiative count 0. It will create an area of difficult terrain that is 10 x 30 that flows downhill. Anyone caught in the landslide is knocked prone.









