Act 1 Desert Journey Whispers of the Wastes
Act 1 - Desert Journey - Whispers of the Wastes
As the party leaves Port Zephyr’s eastern gate, the lush coastal environment gradually gives way to an alien desert landscape. The Whispering Wastes earned their name from the constant, ethereal humming that fills the air - a sound produced by remnant energy manifesting as Spectral Whisps.
Setting the Scene
The transition from Port Zephyr to the Wastes should feel dramatic - civilization giving way to magical apocalypse aftermath. The constant whispers create unease and wonder simultaneously.
Environmental Features
The Shifting Sands
- Desert floor constantly moves, dunes forming/collapsing in hours
- Quicksand patches infused with remnant energy (glows faintly blue)
- Glass-like patches where remnant storms fused sand
- Dead vegetation crystallized by magical contamination
The Whisping Winds
- Unusual wind patterns carrying conversation fragments from 300 years ago
- Remnant-charged dust devils that disrupt magic temporarily
- Strategic wind use can mask sounds and tracks
- Contaminated particles require Constitution saves in heavy exposure
Contamination Warning Signs
- Spectral Whisps gathering in large numbers
- Static electricity building in air
- Sand taking purple or blue tinge
- Dead/mutated wildlife with crystal growths
Navigation Challenges
Finding the Trail
- Initial Check: DC 12 Survival to pick up caravan’s trail
- Success: Distinctive wheel tracks and crystalline residue from containment failure
- Frequency: Additional checks every 2 hours or when changing direction
Tracking Modifiers
- Clear day: Normal check
- Sandstorm: Disadvantage
- Following Whisp patterns: Advantage (flow toward remnant concentrations)
- Imperial interference: Disadvantage if scouts disturbed area
Lost Procedures
If party loses trail:
- DC 15 Survival check to reorient
- Trigger random encounter or Imperial patrol
- Offer environmental clues (crystal growths pointing toward caravan)
Detailed Encounters
Encounter 1: Contaminated Thunderhoof Gazelles (20 minutes)
Setup
- 3 gazelles suffering long-term Remnant exposure
- Notice party at 120 feet unless stealthy
- Patchy fur, visible crystal growths under skin, nervous around magic
Gazelle Stats
!Thunderhoof Gazelles#Contaminated Thunderhoof Gazelle
Encounter Options
- Hunt: Stealth approach (DC 14) or chase (Athletics/Acrobatics DC 13)
- Observe: Reveals ecosystem breakdown from magical disaster
- Heal: Magical attempts to cure contamination (uncertain success)
Rewards & Consequences
- Each provides 4 person-days potentially contaminated food
- Horns contain lightning energy (15gp each, contaminated)
- Contaminated meat: CON save DC 13 or gain contamination level
Encounter 2: Imperial Scout Patrol (30 minutes)
Setup
- 4 Imperial soldiers in desert gear + 1 mage
- Searching for “stolen Imperial property”
- Professional but not immediately hostile
- Believe they’re recovering legitimate goods
Imperial Forces
Imperial Desert Soldiers (4) !Amunrai Desert Stat Blocks#Imperial Desert Soldiers
Imperial Scout Mage (1) !Amunrai Desert Stat Blocks#Imperial Scout Mage
Encounter Options
- Combat: Straightforward fight if negotiations fail
- Stealth: Hide and overhear mission briefing
- Deception: Convince them you’re hunting thieves too
- Negotiation: Claim Port Zephyr authority
Information Gained
- Orders mention “research facility in Sundered Mountains”
- Following multiple caravan routes
- Timeline: “Recovery within the week”
- Authority: “Arcane Research Division orders”
Encounter 3: Spectral Whisps Swarm (20 minutes)
Initial Encounter
- Swarm appears as flowing curtain of luminous energy
- Whispers memory fragments from before the Cataclysm
- Shows visions of region when fertile
- Reacts to magical energy and strong emotions
Whisp Swarm Stats
!Spectral Whisps#Collective Trauma Swarm
Combat Tactics
- Attempts to envelop spellcasters first
- 3d6 lightning damage to enveloped creatures
- Splits into smaller swarms at half HP
- Retreats if reduced to 1/4 HP
Peaceful Resolution
- DC 15 Arcana: Understand as Cataclysm victims
- Appeasement: Offer magical energy (spell slot)
- Success: Guidance toward strongest remnant energy source
- Visions: Area history and caravan passage
Environmental Hazards
Contamination Exposure
- Mild (1+ hours): DC 12 Constitution save
- Heavy (direct contact): DC 15 Constitution save
- Failed saves: Gain 1 contamination level (like exhaustion)
- Symptoms: Hair loss, nausea, crystal growths at higher levels
Crystallizing Sandstorms (how does this trigger?)
- Detection: DC 14 Perception for approaching storm
- Duration: 2d4 hours reduced visibility/movement
- Effects: CON saves every hour (DC 13) or gain contamination
- Shelter: Reduces save DC to 10, limits movement
Memory Mirages (how does this trigger?)
- Trigger: Intense heat + remnant energy
- Effect: Illusory pre-Cataclysm scenes in distance
- Recognition: DC 12 Investigation to identify as mirages
- Information: Useful hints about region’s history
Resource Management
Water and Food
- 2 gallons water per character per day (desert)
- Water sources often contaminated
- Purification: Purify food and drink removes contamination
- Crystal Cacti: Emergency water (DC 12 Nature, potentially contaminated)
Heat and Exhaustion
- CON saves every hour during peak heat (DC 13, +1 each hour)
- DC resets after short rest in shade
- Contamination levels worsen heat exhaustion
Travel Pace Effects
- Normal (2 mph): Normal Perception
- Slow (1 mph): Advantage on Perception and Survival
- Fast (3 mph): Disadvantage on Perception, more encounters
Contamination Effects Reference
Levels (Like Exhaustion)
- Mild: Hair loss, occasional nausea
- Moderate: Crystal growths, disadvantage on CON saves
- Severe: Speed -10 ft, vulnerability to necrotic damage
- Critical: Max hit points halved
- Extreme: Disadvantage on all checks and saves
- Terminal: Crystallized (incapacitated, dying)
Treatment Options
- Lesser Restoration: -1 contamination level
- Greater Restoration: -2 contamination levels
- Natural Recovery: -1 level per week in clean environment
- Magical Items: Some artifacts provide protection/treatment
Optional Encounters (Time Permitting)
Remnant Researcher Camp
- Setup: Abandoned camp with crystallized equipment
- Investigation: Imperial remnant energy research
- Hazard: Unstable experiments create anomalies
- Reward: Research notes about contamination protection
Contaminated Oasis
- Setup: Water source appearing clean but contaminated
- Choice: Use contaminated water or continue searching
- Complication: Other travelers using this source
- Resolution: Magical purification takes time/resources
Crystal Garden Approach Signs
- Setup: Increasing crystal formations near caravan site
- Warning: Growing magical instability
- Navigation: Careful route selection to avoid contamination
- Foreshadowing: Prepares for main crystal garden encounter
Transitioning to Act 2
When the party has:
- Survived at least one major encounter
- Made sufficient tracking progress (successful Survival checks)
- Experienced environmental dangers and contamination risks
- Interacted with or avoided Imperial forces
They discover the crystallized caravan site surrounded by expanding crystal formations, with the Prism of Echoes pulsing with temporal energy at its heart.
DM Notes
Managing Desert Travel
- Use montage if players want main conflict quickly
- Focus on atmosphere - the Wastes feel alien and dangerous
- Track resources - water, contamination, exhaustion all matter
- Imperial pressure - they’re always a step behind or ahead
Environmental Storytelling
- Show, don’t tell the ecological disaster
- Crystal formations grow more frequent as they approach destination
- Whisp behavior changes near temporal distortions
- Wildlife suffering demonstrates long-term contamination effects
Building Tension
- Each encounter should feel dangerous but survivable
- Contamination creates ongoing resource pressure
- Imperial forces create time pressure
- Unknown artifact fate creates narrative tension