Shadowdark Desert Toolkit is an independent product published under the Shadowdark RPG
Third-Party License and is not affiliated with The Arcane Library,
LLC. Shadowdark RPG © 2023 The Arcane Library, LLC."
Table of Contents
About the Desert Toolkit
Story Hooks
Monsters
Desert Travel
Items
Magic Item Idea Generator
About the Desert Toolkit
The goal of this pack is to supplement desert-themed campaigns. It’s not all-inclusive. That
would make for an entire book.
Story Hooks
1. An urchin runs into town pleading for help. The locals sneer at, curse, and kick the “street
rat.” He says that his sister has been kidnapped by a cult out in the cursed lands and will
be sacrificed at midnight.
2. A desert village’s wellspring is contaminated. Locals believe that it’s because a Gila
Monster has taken up habitation outside the village.
The villagers are right. There is a Gila Monster, but that’s not what’s contaminating the
water. There is something much darker below the sun-bleached dunes.
3. The abandoned mine located on the outskirts of the nearby town has become the focal
point for a series of unexplained disappearances. Rumors spread like wildfire, telling of
people entering the mine under the influence of an eerie trance-like state.
4. In a prosperous oasis-city lies a hidden secret, a pact forged between its inhabitants and a
Desert Dragon. For its survival, the city must offer a warrior as sacrifice every full moon
or face the dragon’s wrath.
5. Graverobbers have accidentally freed a Mummy Sorcerer. It wreaks havoc until
imprisoned once again in its sarcophagus.
Monsters
Crystal Moth, Giant Accessing the deepest recesses of the
psyche, it enslaves all who hear the hum of its hive-mind
AC 14, HP 28, ATK 1 proboscis, MV near (fly), S +1, D +1,
C +2, I +3, W +0, Ch +3, AL N
Hive Defense If attacked, in 1 round 1d4 cave creepers come
to its defense.
Psionic 1d4 INT damage. Enslaved if reduced to 0 INT.
Crystalize Until its next turn, impervious to all attacks and
spells.
Deathstalker Clockwork automatron sentry designed to kill
any creature, living or living dead, who enters a space
(deactivated by password)
AC 13, HP 13, MV near, ATK pincer (1d4 + grasp) or tail
(2d6) and S +2 , D +2, C +0, I -3, W +2, Ch -3, AL N
Grasp DC 9 DEX target is immobile for one round
Dune Hag Eyes as red as pig’s blood, skin made of ash, hair
made of tangled roots and tar
AC 14, HP 28, ATK 2 claw +4 (1d8) or repel the living, MV
near, S +3, D +2, C +1, I +1, W +2, Ch +3, AL C
Undead Army 3/day. Raise and command 1d6 skeletons
Repel the Living Creatures within near DC 15 CHA 2d4
damage and spend next turn fleeing
Gila Monster Giant lizard that hunts during the day and rests
at night in an intricate underground tunnel system
AC 14, HP 20, MV near, ATK bite +3 (0+venom) and
tailwhip, S +3, D +1, C +2, I -2, W +1, Ch -2, AL N
Venom DC 9 CON or dropped to 0 hit points.
Tailwhip Near range. Contested STR 1d4 damage and target
is thrown far and prone.
Mummy Sorcerer Resurrected embodiment of dark magic
and avarice
AC 13, HP 13, MV near, ATK 1 necrotic touch (1d6) or
plague S +2 , D +2, C +0, I -3, W +2, Ch -3, AL N
Plague Summon and command a swarm of scarabs
Greater Undead Immune to morale checks. Only damaged
by silver or magical sources.
Reincarnate Comes back to life within 24 hours if its remains
are not ritualistically buried in a sealed tomb.
Sand Shark These sharks swim beneath the desert sands
hunting surface dwellers
AC 13, HP 4, ATK 1 bite +3 (1d4), MV near (burrow), S +3,
D -2, C +0, I -3, W +0, Ch -3, AL N
Smell Blood Can sense blood spilled on the desert surface
from miles away.
Feeding Frenzy A new one arrives to battle every d4 rounds
Trapdoor Spider, Giant Ambushes its prey from its
underground burrow
AC 13, HP 13, MV near, ATK 1 bite +3(1d6) +poison S +2 ,
D +2, C +0, I -3, W +2, Ch -3, AL N
Ambush Deal an extra die of damage when undetected.
Poison DC 12 CON or paralyzed 1d4 rounds.
Tunnel Demon An infernal beast encapsulated by a twisting
sandstorm
AC 14, HP 28, ATK 1 bite +5 (1d10), MV close, S +4, D +1,
C +1, I -3, W +1, Ch -3, AL C
Whirlwind
All creatures DC 12 STR to move within or stand close to
demon (targets are moved down or out from the whirlwind).
Dragon, Storm Maliciously uses its strength and ability to
manipulate the weather on its victims
AC 16, HP 58, MV double near (burrow, fly), ATK 3 rend +8
(2d10) or 1 storm breath, S +5, D +3, C +4, I +4, W +3, Ch
+3, AL C
Storm breath fills a near-sized cone from the dragon, DC 15
DEX or 2d10 damage and stunned for 1 round.
Desert Travel
Travel in the desert is perilous.
Traveling on the surface of the desert takes double rations and at high noon CON DC 9 or drop
to 0 hp.
The desert surface teems with living dead. When the sun goes down, skeleton warriors rise from
the open sands.
When someone dies their body must be either cremated or ritualistically buried or it will rise
again at sundown.
Circling vultures are a constant reminder that death is always near. Raiders terrorize merchants
and travelers. Vultures have learned that where the raiders go, so do death and carnage. The party
will always see vultures flying overhead before running into raiders.
While on the desert’s surface, bloodshed brings a sand shark. They attack without prejudice.
Great illusionists take advantage of lost travelers by creating images of oases in the desert.
Quicksand, wind gales, and sandstorms make for treacherous travel.
Legend has it that the desert was once a great sea. A ghost pirate ship haunts the open sands.
Some lore says the only way to vanquish the ghost captain is finding and digging up his or her
long-buried treasure. Others say that the captain will rest when their tragically broken heart is
healed.
An extensive underground tunnel system connects every corner of the desert. What was once the
glory of an ancient underground people is now infested by untold horrors.
Items
Canteen of Endless Water
Water endlessly pours from it when its cap is off.
Cursed Buzzard Arrows
1d6
For 1d4 rounds, the target rolls disadvantage on Str and Dex rolls.
Fire Dancer’s Sash
You can start a small flame with a flick of your fingers and control it.
You are immune to fire damage.
Flying Carpet
Up to a small party can travel anywhere in the desert on this carpet, but each passenger
must pay with a dark secret. The carpet usually takes the riders near but not exactly to
their desired destination, before flying away on its own.
Mambrino’s Lute
1/day Play a song from this guitar at midnight to summon the soul of anyone who has
ever died in the desert. You have one minute to talk to them before they fade back into
the Abyss.
Prickly Pear Punch
Consumable
Heals 1d4
Gain one lucky token
Pouch of Blessed Salt
Unholy and undead creatures will not cross an enclosed circle of this salt.
Enough to encompass a small camp. (one use)
Sandals of Fleet
Wearer can move double near when fleeing a creature.
Snake oil
Consumable
Roll 1d6 1-3 Either heals d8 hp or gives you scaly skin.
Magic Item Idea Generator
1. The Crystal
Blade
of Dying Thirst
2. The Volcanic
Jar
of Eons
3. Soulemain’s
Tale
of the Magi
4. The Scorched
Spear
of Ruin
5. The Midnight
Mace
of the Spine Viper
6. The Undead
Scepter
of Influence
7. Zahara’s
Scarf
of the Divine Word
8. The Obsidian
Tome
of the Smoldering Sands
9. Amon’s
Incantation
of Swarms
10. The Venomous
Rod
of the Void
11. The Infernal
Scroll
of the Dead God
12. The Sacred
Femur
of the Ancients
13. The Marauder’s
Bow
of Dry Bones
14. The Wicked
Saber
of the Lost & Forgotten
15. Al Addin’s
Shield
of Plagues
16. The Broken
Dagger
of Desolation
17. Kazim’s
Armor
of the Scorpion
18. The Diabolical
Phial
of the Fallen
19. The Ivory
Tongue
of Storms
20. The Combustible
Tonic
of the Serpent