What lives in the desert?
At the back of the DMG, potential monster encounters are sorted by environment, and desert monsters are on page 302. Additionally, nomadic tribes probably live in the desert, similar to our world. Trade routes might be established with small enclaves at an important juncture or an isolated oasis.What about desert gear?
The biggest enemy in the desert is the sun itself. It can heat you up, making you sweat at the slightest exertion. If you get a sunburn, your body will spend precious water repairing the damaged skin. So how can you defeat an enemy that glares down on you for roughly 50% of the time?Shielding yourself from the sun takes some work but is vital to prevent sweating that deprives your body of water, and the first step is to dress for the environment. In our world, the optimal wardrobe consists of a hat (wide brim, closed crown), long pants (lightweight, breathable material is preferable), and a long sleeved shirt (same idea as pants).
Unfortunately, there is no listing in the Player's Handbook or the Dungeon Master's Guide for cotton robes, wide-brimmed hats, turbans or any other familiar desert gear. Under magic items, efreeti chain (DMG 167) looks like armor you might find being worn by a desert warrior, but the item makes no specific mention of the desert. I cannot say that this armor offers no benefit to those traveling across the desert because this armor confers immunity to fire damage to its wearer. As we'll see below, this benefit is extremely helpful.
In addition to clothing, characters can rely on shade to hide from the baleful glare of the sun. Shade might be found naturally (cave, rock formation), improvised (strategically place cloak or shield) or prepared (tents or other constructed shelter). In 5th Edition, the only tent listed for sale can shelter two people. This modest tent costs 2gp and weighs 20 lbs. (PHB 150) This limited offering is in sharp contrast to previous editions. Even Pathfinder offers a wide array of tents to suit an adventurer's needs and preferences. However, those prices are more expensive. Their "small" tent also weighs 20 lbs., costs five times as much yet can protect only a single occupant.
In an effort to balance the two systems, here is a breakdown of tents available. Cold weather tents are padded with furs and extra layers to fend off frigid temperatures. A cold weather tent gives advantage to saves against the effects of cold weather. Be warned; those tents provide no protection from cold damage.
The one useful item subject to several rules is the waterskin. (PHB 150 & 153) A waterskin holds 4 pints of water. To those unfamiliar with English measurements (which can even include those who use English measurements), 2 pints make a quart, and 4 quarts make a gallon. Thus, 1 waterskin = 2 quarts = 0.5 gallons. The quantity of water needed to safely traverse the desert is covered below.
Other than Lincoln Chaffee, who wants to use an easy-to-learn system like metric? |
What are the consequences of traveling in the desert heat?
Wilderness travel (DMG 106-112) is discussed generally, with specific dangers on pages 110 & 111.Extreme heat can weaken a creature lacking sufficient water. Extreme heat is defined as sustained temperatures above 100F (~38C). After an hour of extreme heat, a character makes a DC 5 Constitution save. Failure gives the character a level of exhaustion. Remember that the levels of exhaustion (PHB 291) are cumulative and will eventually cause the death of a character. Each subsequent hour, another Constitution save is required, but with an increase of the DC by 1 for every cumulative hour spent in the heat.
Now here's where the efreeti chain comes in handy. Characters wearing medium armor, heavy armor or heavy clothing makes the Constitution save with disadvantage. (I cannot find any definition for "heavy clothing" so your guess is as good as mine.) However, creatures with resistance or immunity to fire damage automatically make those saves, regardless of other factors. (Creatures adapted to hot climes also succeed automatically.)
How much water is required to survive in the desert?
A character needs one gallon of water daily to survive under average conditions, regardless of size. (Sorry, halflings.) However, this requirement increases to two gallons of water daily in hot weather. (PHB 185)What is hot weather? I can only presume that it is weather that is a bit hotter than average that does not meet the criteria for extreme heat listed above. If I had to make a call (and I guess I do), then I would list "hot" weather as 80F (~27C) or warmer.
A character could conceivable consume four waterskins daily to survive. If a character drinks only half the required amount, then the end of every day will require a DC 15 Constitution save. Failure means the character gains one level of exhaustion. A character without even half rations of water automatically fails that save. Additionally, if anyone already has one level of exhaustion from any source, then failure inflicts two levels of exhaustion instead.
These rules mean that if a character has no access to water, then that character suffers one level of exhaustion after the first day. The next day takes the character down two levels of exhaustion. Another two levels on the third day drop the character to the fifth level of exhaustion, only one above dying. So on the fourth day, any exhaustion suffered will kill the character. This time limit is a little more generous than the commonly accepted medical wisdom that states it takes only three days without water to kill a human.
What hazards are there in addition to heat?
The section of wilderness hazards (DMG 110) lists strong winds as a threat. In most environments, the wind makes ranged attacks and Wisdom (Perception) checks based on sound more difficult. In a desert, the sand and dust picked up by such winds become a sandstorm, imposing disadvantage on Wisdom(perception) checks relying on sight in addition to other impediments listed.While not specifically listed in either book, a character could drown in the desert. Dry river beds cutting across the desert might yield valuable water after some persistent digging, but those gullies are also channels where rain can quickly gather into a flash flood. A character trapped in the sudden torrent runs the risk of suffocating. (PHB 183) A character can hold their breath a number of minutes equal to (1 + Constitution modifier). Characters with a negative modifier can hold their breath for 30 seconds (5 rounds). After that time, the character is still alive for a number of rounds equal to their Constitution modifier, with a minimum of one round.
Stay cool!
~ Tidwin
10/07/16