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Heat Haze Mirage

st tier (
Challenge
DC
Area
(1 day)

Travelers yearning for some break in the interminable sand find their minds playing tricks with the shimmering heat patterns. In the depths of the desert such misdirection and delay can be deadly.

Blinding Sands. The glare of the sun is so intensely reflected off the gleaming sand that for every four hours of travel an adventurer must make a Constitution saving throw , taking disadvantage on all checks requiring sight (including attack rolls) on a failure for the following 4 (2d8) hours. Appropriate precautions, such as protective eyewear, grant advantage on this check. However, adventurers who fail this roll gain an expertise die on the Wisdom saving throw against this challenge.

Desert Wisdom. A successful Survival check allows an adventurer to identify the inconsistencies that reveal a mirage is fake, giving the party advantage on saving throws against this challenge.

Individual Illusions. Roll 1d4 or choose one of the following mirages for each adventurer. 1 —a refreshing oasis, 2 —a pile of wealth, 3 —a fearsome enemy, 4 —a powerful figure

Possible Solutions
  • A group Wisdom saving throw is needed to avoid acting on or losing too much time due to the distractions of the mirages.

Potential Outcomes

Critical Failure. The party wanders after the mirages, taking a level of fatigue and losing 6 (1d4+4) hours of travel time. Each adventurer that fails is affected by the optical illusion they saw as per the Mirage Effects table and loses 2 (1d4) supply.

Failure. Several party members become captivated by mirages. Each adventurer that fails is affected by the optical illusion they saw as per the Mirage Effects table.

Success. The adventurers are able to travel without being meaningfully delayed by the mirages.

Critical Success. The party identifies a true oasis and are able to gather food and water, gaining 6 (2d4+2) Supply.