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The Unfinished Oasis — DM Packet

A 4-hour D&D 5e one-shot for four level-3 characters.

Player materials—six pregens, secret agenda cards, storm-vision cards, the Rock, the Sentence prop, and a new-player primer—are in pregens.html and handouts.html. Maps—player oasis map with storm tracker, and the labeled DM map—are in oasis-maps.html. The chamber runs theater-of-the-mind; the one spatial fact that matters is written into Scene 7.


What’s really going on

Centuries ago a wizard began casting wish in the deep desert, drawing the words into the sand with an iron staff: “I wish that in this desert there would always be a place of water, shade, and safety for…” The first clauses resolved—water, shade, safety, hospitality—but the wizard stopped at the final word, realizing that naming who the refuge was for would define it forever: mercy hardened into ownership, judgment, or tyranny. They broke the staff, knelt, and pressed the sentence still with their own hand—and then stayed. The wizard lived out their years in the chamber as its first keeper, holding the sentence, and death fused the vigil in place. The Djinni acting as the spell’s executor has hung suspended above the sentence ever since—blurred, vibrating, still trying to answer.

The unfinished clause is not passive. It pulls. Everyone who lingers at the oasis eventually feels the itch to answer a question no one asked them—the Scratched-Ending Rock is centuries of that compulsion made visible. The Wish itself is written nowhere on the surface, and the word Wish should not be spoken aloud by any NPC until the chamber. The reveal ladder the players climb: something asks (the rock) → it has a voice (the well) → its heart is under the hearth (Vek) → the sentence itself (the chamber).

The keepers are not a druid circle. They are former refugees who found safety here and stayed. Two of them—Sahra and Ilyra—know what is hidden and where: beneath the Welcome Hearth, whose kettle hook is secretly the upper half of the wizard’s broken staff. Tarek, the cook, guards the hearth devoutly without knowing why. The keepers also maintain a deliberate fiction: that the pool is the sacred heart of the oasis (see Scene 2)—misdirection as tradecraft.

Merren arrived a tenday ago posing as a would-be keeper. He is misguided, not evil: he believes the keepers’ caution is killing travelers, and serves a patron he knows as Saharel, the Black Guide of the Last Mile—a smooth ebony jackal that stands upright on two legs, like a votive idol given height and patience. Saharel has renamed him “Caldus”—the Guide names those he guides—and Merren wears the name with uneasy pride, not knowing that renaming is claiming. Saharel is Geryon in disguise. The “raven” Merren treats as a companion and messenger—he calls it Toll—is an imp. Geryon wants someone inside the chamber to complete the sentence with “for those under my protection”—turning refuge into infernal dominion: real water, real safety, all under claim.

Why the storms: they are the fulfilled safety clause defending the oasis’s secrecy—steering-magic turned violent by the new trade route’s proximity, and lately agitated deliberately by Geryon to force a crisis. Any ending that ends the hiding ends the storms. Keep that in your pocket; it makes every resolution coherent.

How Geryon knows: years ago, one of the claimants memorialized in the Cairn Ring—the one who tried to make the oasis a deed—crawled dying into the sand and signed something with the last of his voice. That contract’s scorched remains sit in his cairn, signed in two hands. It is how Geryon learned there is “one still answering” beneath the desert, and it is the party’s best physical clue to what Saharel really is.

The factions

Each player holds a secret agenda card (in handouts.html) that quietly maps to one ending. The fifth investigator—the Zhentarim envoy Vek Sarr—never made the rendezvous; he arrives mid-adventure as the poisoned traveler.

FactionMissionTemptation maps toContact in the storm
HarpersFind the bound intelligence; no one owns it, no one inherits itBreak the WishBerrin Quill, courier
Order of the GauntletCut off the fiend’s handComplete it “for the innocent”Sister Maravel, healer
Emerald EnclaveHeal the wound in the natural orderBreak it—even if the oasis endsThornwild, guide
Lords’ AllianceOpen the route, under charter if possibleComplete it “for lawful travelers”Factor Odessa Vane, merchant

The fresh, half-erased “FOR LAWFUL TRAVELERS” carving on the Rock is Merren’s own—he carved it under the compulsion and half-erased it in fear (see Scene 2).

Casting notes — which pregen detonates which scene

PregenAim these moments at them
DaraThe storm clock is personal (a caravan lost to these storms); poison resistance shines against the scorpions
KorrinThe comfort-food beat and Tarek; the desert-as-family angle on every ending
SelThe surveyor’s cairn (a petrified transit); the blank circle on their map is this place
HeskThe boundary tell—hand Hesk the pawprint discovery; a priest of the god of travelers hears “the shade was not made for me” differently
QamarThe Rock (a collector of unfinished stories); the vanished teacher’s last song
VashtiThe Dry Well is “the well that listens back” from their own circuit; silence is the finale’s ace

The Storm Widens — the clock

The player map has a 6-segment storm tracker in its corner—fill segments where everyone can see. The lost caravan—carrying all four contacts—dies if it fills. Tick it at dusk, at the night scene, at Vek’s arrival, at the scorpion attack, and whenever the table dawdles. You will almost never actually fill it; its job is to make delay cost something visible. If asked, Sahra confirms: the oasis’s hiding-magic has been “shouting” since the route came close, and it’s getting louder.


Run-sheet

ClockSceneStorm clock
0:00Cold open: storm skill challenge + visions
0:15Arrival and welcome: Tarek’s hearth meal, keeper introductions
0:30Exploration: rock, pool, dry well, cairns, Merrentick 1 (dusk)
1:15Night watch: the raven flies out; Merren follows; the Saharel scenetick 2
1:40Morning: the poisoned envoy arrivestick 3
2:05The scorpion pressure-test (combat 1)tick 4
2:50Aftermath: the party cracks the hearth; the keepers relent
3:05The chamber: Djinni, wizard, Merren, the finale (combat 2 + decision)5–6 if they stall
3:50Resolution and personalized epilogues

DCs throughout: easy 10, standard 13, hard 15.


Scene 1 — Cold open (0:00)

Start in the storm, mid-crisis. The storm is nearly blinding and fully deafening: the party cannot communicate, and neither can the players—no table talk during the challenge; each player describes their action to you alone. Anything seen or heard in the storm is only a hint of the thing. The party’s first real conversation happens inside the eye—the oasis is where speech becomes possible again.

Group skill challenge: 4 successes before 3 failures, each PC contributing one check of their choice (Survival to hold a bearing, Athletics to rope-line the group, Animal Handling for the panicking camels, Arcana to read the storm’s unnaturalness—reward invention). Failures cost a level of exhaustion or a lost supply, never a death spiral.

Read aloud

The storm has teeth. You’ve been inside it for an hour that feels like a week—sky and ground long since traded places, the sun a rumor, every breath half air and half desert. You cannot hear your own voice, let alone anyone else’s; your companions are shapes in the brown dark, known only by the rope that joins you. And in the strange clarity that comes when survival is the whole world, you realize something: the storm is not trying to kill you. It is trying to turn you around.

On each PC’s turn, hand that player one storm-vision card—a half-glimpsed hint only their character catches (a falling bead of water; a shadow without a tree; something upright and too still; letters racing across a dune). Players may not discuss the cards until the storm breaks. Then:

Read aloud

The wind dies as if a door has closed behind you. Your ears ring in the sudden quiet—the first sound you hear is each other’s breathing. Ahead, impossibly: green. Date palms heavy with fruit, shade lying cool and sharp-edged on clean sand, and at the center a pool the color of deep glass. A mile behind you—in every direction at once—the storm stands like a wall of turning bronze. It is not chasing you. It is surrounding something. You are inside the eye, and the eye is a garden.


Scene 2 — The oasis (0:30–1:15)

Run as a sandbox; every location below has one job. The keepers offer food, water, and shelter, guardedly. Sahra fields “what are you hiding” with flat honesty: “Yes, we keep a secret. No, you may not have it. You may have dinner.” Ilyra is the crack in the wall—DC 15 Insight reads that she wants to tell someone. Her line to land in hour one: “Secrecy was mercy once. I’m no longer sure what it is now.”

The pool myth (keeper tradecraft). The keepers deliberately cultivate the fiction that the pool is the oasis’s sacred heart: water for the hurt is fetched from it with small ceremony; guests are asked not to approach it after dark (an invented sanctity rule); Tarek calls his kettle water “pool water, blessed.” Play it straight—the party should conclude the pool is the source, because everyone does. It cracks at Vek (Scene 4).

Hearth clues are events, not checks. Three feeds, at increasing volume:

① at the first meal—no roll—when Tarek lifts the kettle, the iron hook rings, a low bell-note, and he steadies it with a practiced hand, like a man silencing something;

② whoever drops anything down the Dry Well gets it back at breakfast—Tarek, deadpan: “Yours? Found it in my ash pit. It happens.”;

③ the pool’s dawn-and-dusk reflection shows a round door far below, its handle shaped exactly like the kettle hook. Any two clues get a sharp table there; Tarek’s “three things I was told” (below) is the hint ladder, and the keepers are the final failsafe.

The Welcome Hearth (Tarek)

Read aloud

A low clay oven, a ring of sitting stones worn smooth by years of guests, a kettle hook of dark iron. A broad man with flour on his forearms is already ladling stew, as if he started cooking before you arrived. “Sit,” he says. “Eat. Whatever it is, it’s smaller after soup.” As he lifts the kettle down, the hook rings—one low, round note, like a bell under a blanket—and he stills it with two fingers without seeming to notice he’s done it. The bowl he hands you holds—somehow—exactly the food that meant home when you were small. Nobody explains. There is one extra place set, and no one comes to fill it.

Ask each player to name their character’s childhood comfort food; that’s what’s in the bowl. If anyone asks about the extra setting, Tarek shrugs: “There’s always one more. I stopped asking.”

Tarek, if befriended (he is very befriendable): “I was told three things when they gave me the hearth. Keep it fed. Keep it swept. And if the hook ever comes down and turns—that’s not mine to ask about.” He knows step three of the mechanism without knowing what it does.

Food rules, if tested: shared food stays nourishing; hoarded food turns to leaves; sold food turns to ash in the buyer’s mouth. Sufficiency, never luxury.

The Scratched-Ending Rock (Merren)

The Wish is written nowhere here. The rock is centuries of compulsion: carvings in many hands, many scripts, many eras—every one beginning FOR—some struck out by other hands, some abandoned mid-letter. The oldest mark, worn nearly smooth, is just FOR, alone. Nobody who carved knew why they were answering, or what was asking.

Read aloud

A sandstone slab the size of a cart stands at the oasis’s edge, and it has been argued with. Dozens of carvings crowd its face, crossing and overlapping, in more hands and more alphabets than you can count—and every single one of them, in every script you can read, begins with the same word: FOR. Some endings are scratched out by different hands than carved them. One stops in the middle of a letter. Near the base, worn almost smooth by centuries of wind, is the oldest mark of all: FOR, and then nothing. A sunburnt man with a traveler’s braid sits cross-legged before it, chin on fist, like a man losing a chess game against stone. He looks up, and seems genuinely glad of the company.

Hand over the Rock handout and say nothing—it works better in silence.

The compulsion: any PC who lingers at the rock makes a DC 12 Wisdom save or catches their own finger tracing letters in the dust—F, O, R, and the beginning of something more. Not mind control; an intrusive thought with a pencil. This is the chamber’s pull, three hours early and a mile weaker.

Merren is here most hours, and he is likable: earnest, smart, sleep-deprived. He puzzle-buddies with the party—shared puzzles are a friendship engine, and the finale’s save-Merren beat only pays if they invest now. His working theory, freely shared: “Something under this place is asking a question. Everyone who stays long enough starts trying to answer it. The keepers won’t say what it is—and people are dying of their caution.” About the fresh half-erased carving, he is honest and it should chill: “I wrote that. I don’t remember deciding to.” With DC 13 Insight or honest sympathy, his real grief: his younger brother, Foren, died in the deep desert one mile from a well they couldn’t find. That is why a harsh “guide of the last mile” answered his prayers—and why the rock hooked him deeper than anyone: when the compulsion takes his hand, what it starts to write is his brother’s name.

Sahra, if asked about the rock: “We don’t answer it. We scratch out the answers.”

The Pool

Read aloud

The pool is too clear. Not shallow—clear, the way glass is clear: you can see down and down, past where the light should fail. A dropped pebble falls out of sight without ever sounding a bottom—yet a swimmer’s toes find clean sand at ten feet. The keepers fetch its water with small ceremony, and ask that no one approach it after dark.

Concrete rules the players can find and use:

The Dry Well

Read aloud

Away from the green, half-swallowed by a dune: a well with no bucket, no rope, and no water-smell. Cool air rises from it steadily, like the breath of something sleeping. Words spoken into it come back late and wrong—overlapped, as if two voices were trying to share one mouth. And sometimes, unbidden, the echo adds two words of its own: “…for whom?”

The well is the Djinni’s breathing tube. Anything dropped in never clatters—it turns up in the hearth’s ash pit by morning, and Tarek returns it (clue ②). Fragments the well may return, in a voice like wind through a flute: “I am still answering.” “Do not give me a master.” “Finish it.” “Break it.” If a PC ever sets food at the hearth’s extra place and speaks to it, the Dry Well audibly sighs.

The Cairn Ring

Read aloud

They ring the oasis at a respectful distance: heaps of stone, each braided with things that were once important. A merchant’s scale, fused shut. A banner pole, its cloth bleached blank. A surveyor’s transit gone to stone. A scorched sheaf of paper pressed under rock. No two alike—and every one of them faces outward, like warnings, or like graves that double as fenceposts.

Each cairn is a specific person. Touch an artifact and take one psychic flash—one image, once per PC:

One concrete rule: take anything from a cairn and the storm wall visibly bulges toward the taker until it is returned. The oasis has an immune system, and now the players have seen it.

Keepers on the cairns: “The desert walked them out.” The keepers build the cairns afterward, from what is left.


Scene 3 — Night watch (1:15)

The keepers insist guests stand watch in pairs (“Hospitality is shared work here”)—so someone is guaranteed awake for the sequence: first the raven launches from Merren’s tent and flies straight out—into and through the storm wall, unbothered, where nothing should fly. A minute later, Merren slips out on foot after it. His bedroll is empty; ebony prints wait past the boundary; the wind carries back a name that is not quite his: “Caldus.”

Read aloud

Beyond the last shade line, where the moonlight goes grainy with blown sand, something stands upright that should not stand at all: a jackal, but tall as a man and taller, on two legs, its skin smooth and seamless as polished ebony—less an animal than an idol that has decided to be patient somewhere else tonight. The storm rages a mile behind it; not one grain of sand touches it. The man you know as Merren stands before it, arms wrapped around himself, and the idol is speaking—unhurried, reasonable, the way a tutor speaks to a boy who has disappointed him again.

The exchange (trim freely). Saharel knows the party is listening from his first line, and pitches half of what he says over Merren’s shoulder without ever addressing them:

Merren: “Saharel, I have narrowed it. The pool is not the source.”

Saharel: “Ten days, Caldus. You have eaten their bread, slept beneath their shade, and brought me questions.”

Merren: “They are afraid. That does not make them wrong.”

Saharel: “No. Their inaction makes them wrong. And you are no longer the only finder in that garden. Sharper eyes than yours arrived with the last storm. Perhaps they will do what you cannot.”

Merren: “If the executor is suffering, forcing this may make it worse.”

Saharel: “Travelers are already suffering. The keepers have made a virtue of delay.”

Merren: “Then why not look at the stone for yourself?”

Saharel: (a pause; the first unhurried silence of the night) “The shade was not made for me.”

Merren: “I will find it.”

Saharel: “You had a tenday. Tomorrow, need will find it for you.”

Shadowing Merren is Stealth DC 13; failure does not blow the scene—Saharel simply knows sooner, and his “sharper eyes” line acquires a colder edge. Saharel never addresses the party. As the scene ends, the idol turns its head—precisely, to the exact spot where the listeners are hidden—holds one beat, and then drops to all fours and pads away along the boundary line. It does not look back.

Morning discoveries:

If the party walks out to confront Saharel directly—allow it. He is courteous, unhurried, and speaks only true statements. He makes no offer and no threat; a devil confident he doesn’t need either. If attacked, the body cracks like hollow pottery and spills fine sand—an avatar, not a beast—and the next night it stands at the boundary again, unmarked.


Scene 4 — The poisoned envoy (1:40)

Read aloud

He comes out of the storm wall at a dead stumble—a man of perhaps forty, robes shredded to ribbons by the sand, veins standing black under desert-cracked skin. On one bared forearm, plain through the tatters: the black serpent of the Zhentarim. He makes it exactly as far as the first line of shade, and folds.

This is Vek Sarr, the Zhentarim envoy—the fifth investigator, whose caravan the storm scattered ten days ago. The party recognizes the colleague who never made the rendezvous the moment they see the tattoo. He is a genuine victim; Geryon manufactured his suffering to create real need.

The neck mark is not visible at a glance. Whoever does the Medicine work finds it—collar line, nape, fine as a jeweler’s seal: a jackal curled nose-to-tail around a well. Hand the mark card to that player; discovery is the reward for doing the unglamorous job.

Structure:

Toll during this scene: perched in the nearest palm, and it never looks away from the sickbed. Perception DC 13 to notice the intentness; Nature or Animal Handling DC 13 to know that is not how ravens watch anything.


Scene 5 — The pressure test (2:05)

Force: 1 branded giant scorpion + 3 cinder scorplings (stat blocks in the appendix). Raw 850 XP, adjusted roughly 1,700—deadly on paper for four level-3 PCs, but the monsters are not trying to kill: they split across objectives and spend actions on them. Played as the probe it is, this lands as a hard, scary, fair fight.

Geryon believes the pool myth too. The probe’s design assumes the pool is the source—and the keepers’ discipline is good enough that the probe fails. That failure is why Geryon pivots to his real plan: let the finders find it (Scene 6).

Read aloud

The sound arrives before they do—a dry clatter, like dice shaken in a cup the size of a house. They crest the near dunes in broken formation: chitin black as lacquer, joints seamed with ember-light, symbols etched into their shells that hurt the eye the way a wrong word hurts a sentence. They do not scuttle. They deploy—splitting apart like a search line that already knows the ground.

Objectives:

Any PC stung: normal damage, and the wound blackens in a thin ring. Medicine DC 13: this is the same venom that is killing Vek—a weaker dose. The scorpions and the poisoning have one author, and now the party can prove it.

If the party fed false information through Vek’s mark, the attackers commit even harder to the wrong objective and die confused; that night the wind around the oasis sounds angry.


Scene 6 — Opening the hearth (2:50)

Come dawn, Merren is gone—bedroll unslept-in, ash freshly disturbed around the hearthstone as if searched by small hands in the night. Tarek is distraught. The disappearance is bait. Saharel’s new instruction, after the failed probe: “The keepers will never show me. The finders will. Stay close to them, and stay behind them.” Merren is watching the hearth from cover, with Toll—a raven, as far as he knows—perched silent nearby.

This is where the clues pay off: let the players propose the mechanism. Sweeping the ash bares three grooves converging on three sockets; the three “sitting stones” around the hearth have iron studs on their undersides—the seats are keys; and the hook is the crank. Investigation DC 12 confirms any piece they’ve half-guessed. Tarek, trembling, finishes it: “The hook comes down… and turns.” If they stall, Sahra and Ilyra arrive and, seeing the secret already half-lost, choose to finish it with them:

Sahra: “The secret has become bait.”

Ilyra: “Then we stop guarding the door and start guarding what’s behind it.”

Read aloud

The three stones settle into their worn sockets with the sound of a lock accepting a key. The kettle hook comes down, and turns—and rings, one long note, unmuffled for the first time. The great hearthstone rotates on a hidden axis; a season of ash slides into darkness below with a long whisper. Warm air rises around you, carrying green smells and something much older. Where the fire has always been, stairs descend.

Sahra descends with the party (Ilyra and Tarek hold the door). On the stairs, her warning—keeper lore, generations old:

Sahra: “Speak plainly down there. And never begin a sentence you are not willing to finish.”

Merren follows. That was the whole point of the disappearance: he watches them open it, gives them a minute’s lead, and slips down after them—Stealth +4 against passive Perceptions, with the imp entering separately, unseen, the way it likes. Time his entrance for maximum effect (see Scene 7).


Scene 7 — The chamber (3:05)

Read aloud

The stair opens into a chamber that has never seen the sun and is somehow lit anyway. Across the floor, drawn in pale sand that does not scatter under your boots, a single sentence runs like a river—I wish that in this desert there would always be a place of water, shade, and safety for—and stops. The gap at its end is the loudest thing in the room. All across the floor, loose sand creeps toward it in thin, patient runs, and the sentence’s last letters tremble like a plucked string. Your own names tug behind your teeth.

A skeleton kneels at the sentence’s edge, one hand pressed flat against the sand as if holding down a struggling animal, the other clenched around half an iron staff. Scratched into the stone floor beside it, in letters that grow weaker toward the end: Better unfinished than owned.

And above it all—blurred, vibrating between moments—hangs a being the color of deep sky. Three of it. Or one of it, three times. Still, after all these centuries, trying to answer.

Lay the Sentence prop on the table now, without a word.

Chamber contents: the sentence, running the chamber’s length, the blank at its far end; the wizard’s remains beside the blank (the staff’s lower half in hand; the upper half is the kettle hook the party just turned); the fulfilled-Wish anchors (a bead of water falling forever in place; a palm shadow with no tree; a ring of stones no weapon wants to cross; a stone table tied to the hearth above); and the rejected-ending jars on a shelf of niches—clay vessels labeled lost, worthy, all, innocent, need, lawful, guest, no master, my people—and one labeled protected, cracked and sweating black fluid.

The wizard teaches the counter. The skeleton’s posture—kneeling, palm pressed flat—is the canonical way to stop this magic, and it is the first thing the party sees. The pressed hand should not be moved: lift it and the trembling everywhere sharpens (and the table learns why the wizard never left).

The Djinni’s three selves rotate when addressed (or roll a d3), and they do not agree:

The Djinni is partly a hazard, not only a victim. Sahra’s stair warning is the party’s real protection; the Djinni’s loudest voice is trying to get someone killed—or crowned.

Merren’s entrance

The party is inside, mid-discovery, when Merren appears at the foot of the stairs—road-dust, bone stylus in hand, eyes going from the sentence to the Djinni to them:

Merren: “So it was under the soup pot the whole time.”

His arrival triggers the finale. He believes he is about to save every future traveler in this desert. If the party befriended him—and especially if crack #1 is already planted—he hesitates, and the endgame becomes persuasion with a countdown, which is the best version of this fight.

The Current — how the finale runs

The chamber floor has a visible, slow current of sand, all of it flowing toward the blank like water finding a drain. Explain the rule once, in one breath: any phrase beginning with “for” spoken aloud in the chamber becomes a rivulet—sand that spells the words out on the floor and crawls toward the blank. Kill the words before they arrive.

Counters (each an action unless noted):

The shade — the ending that stands up

The imp’s goal is the jars, never damage: widen the protected crack, topple the vessel, keep the leak flowing. If it gets two uninterrupted rounds at the shelf—or on round 3, whichever comes first—the leaked clause stands up: a venom-shadow with the word protected crawling across its surface in wet black script, and it walks toward the blank to seat itself. It is not muscle; it is a mobile objective—an ending with legs.

Geryon’s voice enters from round 3, through Vek’s mark upstairs (and through the “under my protection” PC, if one exists), calm and reasonable through the floor: “Someone will finish this sentence today. The only question left is whether it is someone who was honest with you.” Limit him to two interjections total, then retire him; a tempter who talks too much becomes furniture.

Toll’s reveal: the imp stays raven-shaped or unseen while things go well. The moment its jar work is stopped cold—or Merren turns—it sheds the raven in front of everyone, including Merren, and Merren watches his messenger of ten years unfold into a thing with a stinger. If at least one crack has already been attempted, this sight finishes the job on its own: the patron who named him also gave him a devil for a companion, and he knows it now.

Merren’s three cracks (any one, roleplayed sincerely, stops him)

  1. The boundary argument: “Why does your guide wait outside the safety meant for travelers?” (Planted early if the party pressed him after the night scene.)
  2. Foren. His brother’s name, spoken aloud—and the question of what Foren would want built in his memory. Calling him Merren instead of Caldus belongs to this crack too: someone giving him his own name back.
  3. The Djinni’s WARN-self addressing him directly—once, at your discretion, if a PC asks the Djinni to speak to him: “I heard him. One mile from water. I could not know if the water was his.” The unfinished clause has spent centuries hearing every plea for refuge in the desert—unable to act, because it cannot know who the refuge is for. It heard Foren’s last prayer. It hears them still.

If turned, Merren spends the rest of the fight pinning rivulets—the wizard’s posture, learned in one glance—and the imp shrieks and gives up on him.


Endings

All playable, all rewarded. The debate IS the climax—let it run. Adjudicate any completion the way a genie would: literally, but generously. Honor cleverness.

EndingProcedureResult
Complete it, worded wellJoin the staff (both halves plus intent), speak the clause while touching it to the sandThe Wish resolves; the Djinni is released by completion—its last act as executor is to play the wording exactly. Storms end: nothing left to hide.
Break itSnap the joined staff inside the blank, or persuade all three selves to stop answeringThe Djinni is freed instantly; the oasis fades over one season; the keepers scatter. Bittersweet—the cairns stand alone. Storms end immediately. Parting gift below.
The Compact (hardest, best)All three: the joined staff, all three Djinni-selves persuaded to consent (three separate roleplay beats, Persuasion DC 13, advantage for callbacks to the well, the pool, the meal), and a keeper as witnessThe Wish converts from command to covenant: the oasis serves those who come as guests, take only what they need, claim nothing, and aid the next lost traveler. The Djinni stays—free, as warden, because it chooses to. Guest-right replaces secrecy; the storms end.
Preserve it unfinished (the quiet ending)Re-seal it: someone takes the wizard’s place holding the sentence still—Sahra volunteers—or the staff is re-broken and the hearth rebuilt over itThe magical problem is deferred, so the party solves the mundane one: brokering the trade route’s relocation (the Lords’ Alliance PC’s moment). The storm quiets to the old gentle steering. Geryon files their names for later.
Infernal completion (failure state)“…for those under the protection of the Guide” seatsReal water, real shade, real safety—under claim. The most comfortable trap in the world. Run a ninety-second horror epilogue and a sequel hook. Don’t soften it; failure that matters is why the other endings feel earned.

Rewards

Epilogues

Go around the table once—each PC reports to their faction, in character, two sentences. The agenda cards make these write themselves, and every player gets to say what the ending means. End the session on the last player’s report, not on your narration.


Cheat sheet

DCs: standard 13 · hard 15 · storm challenge 4-before-3 · rock compulsion Wis 12 · hearth mechanism: player deduction, Investigation DC 12 confirms · Merren’s cracks: sincerity over dice—Persuasion DC 13 with a crack, impossible without one.

NPC voice anchors:

Toll the raven—visibility ladder: Day 1: on Merren’s shoulder at the rock, hopping across carvings—on them, like reading. Meals: refuses all food, even suet; oasis birds go quiet near it (Nature/Animal Handling DC 13: that is not raven behavior). Night 1: seen flying into and through the storm wall. Vek scene: never looks away from the sickbed (Perception DC 13). Raid: circles, watching the keepers. It is only ever a raven in Merren’s sight—every impish thing it does happens away from him, until the finale reveal.

Combat crib: Wave 1—giant scorpion→pool, scorpling A→rock (carves FOR), scorpling B→well (listens), scorpling C→Vek. Objectives over kills; sting wounds blacken in a ring (same venom as Vek’s, weaker). Finale—imp works the jars; shade rises if it succeeds (or round 3); rivulets move 10 ft at initiative 0; Merren fights only if persuasion fails.

Bystanders: if a keeper must fight, Sahra and Ilyra are scouts (AC 13, HP 16, +4/1d8+2); Tarek is a commoner with a ladle. Vek is a stabilized commoner at 1 HP. Saharel has no stat block—he never crosses the boundary; his avatar cracks like pottery and returns the next night. You don’t stat what shouldn’t be fought. The Djinni cannot act physically; it is a voice, a witness, and the chamber’s weather.

Running it outside the Forgotten Realms: Harpers → the Chainbreakers (free the bound); Order of the Gauntlet → the Vigilant Order; Emerald Enclave → the Wildward Circle; Lords’ Alliance → the Charter League; Zhentarim → the Black Ledger; Shaundakul → the Wayfather, god of travelers; Geryon → any archdevil, or simply leave him as “the Black Guide,” never named. Nothing else in the adventure is setting-bound.


Appendix — Stat blocks

Branded Giant Scorpion

Large beast (infernally branded), unaligned AC 15 (natural armor) · HP 52 (7d10+14) · Speed 40 ft.

STRDEXCONINTWISCHA
15 (+2)13 (+1)15 (+2)1 (−5)9 (−1)3 (−4)

Senses blindsight 60 ft., passive Perception 9 · CR 3 (700 XP)

Ember Brand. Infernal sigils sear its shell. When it dies, the sigils gutter out in black flame, briefly legible as a single word: CLAIM.

Actions — Multiattack. Two claws and one sting.

Claw. +4 to hit, reach 5 ft. Hit: 6 (1d8+2) bludgeoning, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.

Sting. +4 to hit, reach 5 ft. Hit: 7 (1d10+2) piercing, and the target makes a DC 12 Con save, taking 22 (4d10) poison damage on a failure, half on a success. The wound blackens in a thin ring; a DC 13 Medicine check recognizes the same venom that is killing Vek, in a weaker dose.

DM note: that 4d10 can drop a level-3 PC from near-full. That’s acceptable for the centerpiece monster with a healer in the party; if your table skews fragile, quietly run it as 3d10.

Cinder Scorpling

Medium beast (infernally branded), unaligned AC 13 · HP 11 (2d8+2) · Speed 40 ft., climb 40 ft.

STRDEXCONINTWISCHA
12 (+1)16 (+3)13 (+1)3 (−4)12 (+1)4 (−3)

Skills Perception +3, Stealth +7 · Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 · CR 1/4 (50 XP)

Sand Lurker. While motionless under sand, it is indistinguishable from the dune.

Etcher. As an action, it can carve or brand one letter into stone, sand, or wood.

Actions — Ember Sting. +3 to hit, reach 5 ft. Hit: 4 (1d6+1) piercing, and the target makes a DC 11 Con save or takes 7 (2d6) poison damage that burns like coals; the wound blackens in a thin ring (as the giant scorpion’s). If the poison reduces the target to 0 HP, the target is stable but poisoned for 1 hour, even after regaining hit points.

Imp — “Toll”

Tiny fiend (devil, shapechanger), lawful evil AC 13 · HP 10 (3d4+3) · Speed 20 ft., fly 40 ft.

STRDEXCONINTWISCHA
6 (−2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Resistances cold; bludgeoning, piercing, slashing from nonmagical, non-silvered attacks Immunities fire, poison · Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common · CR 1 (200 XP)

Shapechanger. Polymorphs into a raven (20 ft., fly 60 ft.), a rat, or a spider—or back.

Devil’s Sight. Magical darkness doesn’t impede it.

Magic Resistance. Advantage on saves against spells and other magical effects.

Actions — Sting (Bite in beast form). +5 to hit, reach 5 ft. Hit: 5 (1d4+3) piercing, and the target makes a DC 11 Con save, taking 10 (3d6) poison damage on a failure, half on a success.

Invisibility. Turns invisible until it attacks or drops concentration (as if concentrating). Anything it carries is invisible with it.

Never impish where Merren can see—raven only, always—until the finale reveal. In the chamber its one goal is the jars: widen the protected crack, topple the vessel, keep the leak alive. It flees at 3 HP, shrieking its true patron’s name on the way out.

Venom-Shadow — the ending that stands up

Medium fiendish residue, unaligned AC 12 · HP 16 (3d8+3) · Speed 20 ft.

STRDEXCONINTWISCHA
6 (−2)14 (+2)13 (+1)6 (−2)10 (+0)8 (−1)

Skills Stealth +4 (+6 in dim light or darkness)

Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks · Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 10 · CR 1/2 (100 XP)

Written Flesh. Its word—protected, or whichever jar freed it—crawls across its surface in wet black script, legible to everyone. It wants one thing: to reach the blank and seat itself (treat its arrival like a rivulet reaching the blank—one full round to seat).

Amorphous. Moves through a space as narrow as 1 inch—a jar’s crack, for instance.

Lightstruck. In bright light it has disadvantage on attack rolls, ability checks, and saves.

Actions — Drink Resolve. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) necrotic, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0; otherwise the reduction lasts until a short or long rest. (It does not spawn anything from its kills.)

It attacks only what stands between it and the blank. Killing it destroys the clause’s animate form for good; its jar keeps leaking rivulets until sealed.

Merren (the name his patron gave him: “Caldus”)

Medium humanoid (human), lawful neutral—genuinely AC 13 (leather) · HP 33 (6d8+6) · Speed 30 ft.

STRDEXCONINTWISCHA
11 (+0)14 (+2)12 (+1)10 (+0)13 (+1)14 (+2)

Skills Deception +4, Persuasion +4, Religion +2, Stealth +4, Survival +3 Senses passive Perception 11 · Languages Common, Infernal (he believes it is “Old Desert Cant”) · CR 2 (450 XP)

Devotion of the Last Mile. Advantage on saves against being charmed or frightened.

Spellcasting. Wisdom-based (spell save DC 11, +3 to hit). Cantrips: sacred flame (a grave-cold gust of desert wind), light, thaumaturgy. 1st (4 slots): command, inflict wounds (the Last Mile’s grip—a black handprint), shield of faith. 2nd (3 slots): hold person, spiritual weapon (a jackal of black sand—four-legged; he has never seen it stand upright, and if anyone points out that Saharel does, it rattles him).

Actions — Multiattack. Two dagger attacks. +4 to hit, 4 (1d4+2) piercing.

Playbook—how to run him in the finale:

The Unfinished Oasis is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Stat blocks adapt content from the System Reference Document 5.1 (CC-BY-4.0, Wizards of the Coast).