Heat Haze Mirage
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, taking on all checks requiring sight (including attack rolls) on a failure for the following 4 (2d8) hours. Appropriate precautions, such as protective eyewear, grant on this check. However, adventurers who fail this roll gain an 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 partyon 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
- A group Wisdom is needed to avoid acting on or losing too much time due to the distractions of the mirages.
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 thetable 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 thetable.
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.