Between Bone City to the west and Gopher Gulch to the east lies a vast, empty stretch of dunes. To most the region does not even warrant consideration; it is simply "more Sahwhat." But the savvy Hopper knows it by a different name: The Undersands. For beneath the dunes lies a twisting labyrinth of caverns and tunnels, accessible from caves in the low buttes rising from the sand known only to a few. In recent times, the Undersands have been overrun by necrotic magics, and they say the sands are roamed at night by the undead.
The Undersands
- Size
- 60 sq. miles
- Terrain
- difficult (walking: 6.0 days)
- Regional Effects
-
| Darkvision not functional |
| Blacksand: Pools of bubbling black sand dot the dones; 1d6 necrotic per turn. |
- Skill Challenges
-
| Skills | DC | Notes |
| Travel | 16 |
| Forage | 20 |
| Track | 20 |
| Evade | 15 |
| Survey | 15 |
- Encounters (CR 6)
-
| Roll | Difficulty |
| d1-d13 | None |
| d14-17 | Difficult |
| d18-d19 | Dangerous |
| d20 | Deadly |
- Weather Effects
-
| Roll | Description | Effect |
| d1-d3 | Clear Skies |
No effect |
| d4 | Glowing Dust Storm |
Disadvantge on WIS checks and saves |
| d5 | Spontaneous Hail |
No effect; counts as magical water if consumed |
| d6 | Broken Time |
At the start of each round, the DM rolls a d20. Until the start of the next round, anyone with initiative score greater than or equal to the DM's roll is slowed and anyone lower is hasted. |
| d7 | Air of Dread |
Succeed on DC 15 WIS save or be frightened for half-day. |
| d8 | Glowing Auras |
Faerie Fire spell effects |
- Forage Table
-
| Roll | Name | Description | Rarity | Value |
| d1 | Uncommon |
Scorpion Flower |
Green-black flower with an elongated black style ended in a sharp thorn. Stabs anything that gets close. 1d4 piercing damage. |
2 GP |
| d2 | Common |
Sand Poppy |
Small red flowers growing in sandy soil. |
1 GP |
| d3 | Uncommon |
Wand Cactus |
Tiny spiraling cactus resembling a magical wand. Glows faintly blue at night. |
2 GP |
| d4 | Rare |
Choke Dust |
Moss that crumples into dust when touched. 1d4 poison damage. Must be dug out by the root. |
2 GP |