
D&D Adventure: “Voices on the Wind – Secrets of the Wailing Wastes”
Setting: The Wailing Wastes, south of Crystalia
Level Range: 5–8
Adventure Length: 1–2 sessions
Themes: Isolation, madness, sound-based hazards, spiritual deception
Tone: Bleak, eerie, cerebral
Ideal For Parties Who Like: Survival horror, environmental challenges, eldritch mystery, tactical terrain use
🌾 Introduction: The Desert That Screams
To the south of Crystalia lies the Wailing Wastes—a cracked, sunbaked plain where the wind moans through the Catcher Cacti, creating an endless chorus of ghostly wails. Some say the cacti grow in spiral clusters that trap lost souls; others claim the wind sings to you in your own voice—offering truths you never wanted to know.
Recently, a grind scavenger team disappeared trying to skirt the edge of the Wastes en route to their destination or another dome. One survivor—wide-eyed and whispering to himself—was found babbling about “a singing god buried in bone.”
The Adventurers are hired, volunteered, or coerced into investigating. If you are looking for more adventures within Under the Dome, check out last week’s post.
🔍 Adventure Hooks
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House Ashani Caravan Vanished: A full trade caravan disappeared en route to Grimoora. Its cargo included chaos crystal samples and a bound spirit for experimentation.
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Dust Dogs’ Last Ride: The gang known as the Dust Dogs sent a message claiming they’d found a “bone tower that hums.” The message was delivered by a bird—then the gang vanished.
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The Oracle’s Request: A wandering seer in the Brocks is losing her mind—each night, she whispers fragments of a song that matches the Wastes’ wind-scream perfectly.
📍 Key Locations
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The Catcher Field
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A maze-like area of dense cacti. Wind moving through the needles creates psychic static. PCs must pass Wisdom saves each hour or suffer hallucinations.
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Many cacti are hollow—some hold mummified humanoids, and one may contain a still-living creature babbling “warnings.”
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The Whisper Pit
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A collapsed sinkhole with echoing acoustics. Entering causes memories to speak aloud. One echo might not belong to anyone present.
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Climbing down uncovers an ancient buried relic (see “Voiceshard” below).
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The Bone Tower
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A spiraling spire made of calcified remains and fossilized shell. It hums with resonance—those who stay too long begin to harmonize, even involuntarily.
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Inside lies a buried entity (half-dead, half-dreaming). It is part elemental, part psychic, and fully unknowable.
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👾 Enemies & Threats
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Whisper Wisps: Tiny wind elementals that implant maddening phrases in PC minds. (Treat as will-o-wisps with the Dissonant Whispers spell)
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Catcher Cacti: Stationary terrain hazards; anyone passing too close must make a Dex save or be skewered, grappled, or even psychically attuned to the wind.
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Dust Dogs Revenants: Undead gangsters driven mad by the Tower. They echo their own last words before every attack.
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The Chorus of Bone (Boss Fight): A semi-corporeal fusion of voice, wind, and ancient bone-magic. Weak to thunder damage, immune to psychic. Speaks only in poetic riddles—fighting it is dangerous; understanding it may be worse.
🎁 Unique Item: Voiceshard
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Wondrous Item (rare, sentient)
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This shard of fossilized sound stores a specific memory. Once per day, you may cast Detect Thoughts or Silence as a bonus action.
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If attuned, the shard whispers ideas while you sleep.
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Drawback: Each week, roll a DC 13 Wisdom save or develop a minor delusion (flavorful, not debilitating… yet).
🧩 Optional Twists
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The soundscape of the Wastes shifts nightly. If the PCs record or map it, they may unlock leyline song-routes to another dome or beyond.
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The Tower’s hum syncs with a characters heartbeat or a cursed PC item—it may awaken something old in them.
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Someone in the party hears their dead loved one’s voice in the wind. It leads them… but where?
🎭 Final Encounter: The Choice of Silence
As the Bone Tower’s song crescendos, the players must choose:
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Seal the song, silencing the Tower and calming the Wastes—but maybe erasing memories or dreams tied to it.
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Amplify it, allowing the tower to broadcast truths and madness beyond the Wastes. Power and insight—but at a terrible cost.
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Bind it, fusing the song into one PC or item, keeping it alive, but contained.
This choice might ripple across Crystalia’s dome…
🧙♂️ DM Tips
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Play ambience tracks of wind, throat singing, or desert sounds during the session.
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Describe wind as a living presence—it carries emotion, pulls at clothes, and whispers in known voices.
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Use player backstories—one hallucination per character—creating personalized moments of doubt or memory.
Thanks for reading. Until Next Time, Stay Nerdy!!
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