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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jinx</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jinx"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Jinx"/>
	<updated>2026-05-15T11:05:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143159</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143159"/>
		<updated>2010-04-26T11:02:16Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Forced through ritual sacrifice to create protective spirit for air goblin tribe. Broke free and fled. Exploring his new situation and powers.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/psm/20070411a The Mind&#039;s Eye: Expanded Classes]] Telepathic Communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain the supernatural ability to communicate with any creature with your telepathy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Psion (Telepath)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; The bonus feat at 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143158</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143158"/>
		<updated>2010-04-26T10:56:50Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Forced through ritual sacrifice to create protective spirit for air goblin tribe. Broke free and fled. Learning about his new situation and powers.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/psm/20070411a The Mind&#039;s Eye: Expanded Classes]] Telepathic Communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain the supernatural ability to communicate with any creature with your telepathy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Psion (Telepath)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; The bonus feat at 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143157</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=143157"/>
		<updated>2010-04-26T10:18:39Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Forced through ritual sacrifice to create protective spirit for air goblin tribe. Broke free and fled. Lost Id for a time, slowly pulling himself together, learning about his new situation and powers.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/psm/20070411a The Mind&#039;s Eye: Expanded Classes]] Telepathic Communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain the supernatural ability to communicate with any creature with your telepathy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Psion (Telepath)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; The bonus feat at 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Bill&amp;diff=143156</id>
		<title>DnD Desert Raiders Campaign Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Bill&amp;diff=143156"/>
		<updated>2010-04-26T10:10:49Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Background ==	&lt;br /&gt;
&lt;br /&gt;
== Base ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=197570&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=143155</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=143155"/>
		<updated>2010-04-26T10:09:53Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Zar Zar the Unbodied] 8-\&lt;br /&gt;
* Eric the cleric 6-\\\&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Daze Daze] 8-\&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Priest] 8-&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Bill Bill] 8-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* (Blendered by Eric&#039;s worst nightmare) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Scragg Scragg] 8-\\&lt;br /&gt;
* (Teleported away 06-04-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Rafa Rafa] 7-\\\\&lt;br /&gt;
* (Eaten by plant 30-03-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Tick Tick] 7-\\\&lt;br /&gt;
* (Deceased 28-10-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog] 3-\\\&lt;br /&gt;
* (Deceased 24-12-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!] 5-&lt;br /&gt;
* (Deceased 24-12-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face] 3-\\\\&lt;br /&gt;
* (Disappeared 13-01-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer] 5-\\\\&lt;br /&gt;
* (Disappeared 20-01-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven] 5-\\\&lt;br /&gt;
&lt;br /&gt;
*maximum number: 8-\\\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; - one &amp;quot;\&amp;quot; per game, 5 games per level&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Salmir &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Jeweler &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Will buy 8 bloodstone shards for 6gp each. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Big Al &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Weaponsmith &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t resist a bet. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Alan Triplemain &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation:  Adventurer &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Payed to party to get him more mystical rocks within a few days &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Billy &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation:  Owner of the pub Nova &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Alice Springs &amp;lt;br&amp;gt;&lt;br /&gt;
wishes to get a certain magical instrument &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
Survival rolls for rations - base DC 15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alchemy ====&lt;br /&gt;
Alchemist Fire is 250ml&lt;br /&gt;
Clay jug holds 4000ml&lt;br /&gt;
&lt;br /&gt;
Craft Alchemy Check to transfer to other container.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* on a skill roll of 20 roll again and add the number to your roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s not for nothing that goblins are disliked by most other races. The party is working hard to confirm this prejudice. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; City of Alice Springs &#039;&#039;&#039; (all goblins) &amp;lt;br&amp;gt; &lt;br /&gt;
unknown yet what the reason is, but goblins are unwelcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Ogre &#039;&#039;&#039; (Priest, Eric) &amp;lt;br&amp;gt; &lt;br /&gt;
One ogre ran away as Scragg killed his buddy. He probably blames everyone, if he has the guts to tell anyone.&lt;br /&gt;
* one day later Tick, Eric and Rafa ran into the same ogre with two new buddy&#039;s. they confirmed to the ogre that goblins can kill two ogres at the same time. &lt;br /&gt;
* a few days later the ogres had captured Eric. when they heared a noise near where he was bound they send some ogres to take a look, they did not return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Genie &#039;&#039;&#039; (maybe Priest) &amp;lt;br&amp;gt; &lt;br /&gt;
Scragg broke the Genie&#039;s lamp after hitting himself against the head a few times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; undead priest &#039;&#039;&#039; (Priest, Eric, druid dude) &amp;lt;br&amp;gt; &lt;br /&gt;
un undead arcanist was ambushed by the party while he was sudding in his room. &lt;br /&gt;
when he felt he was lozing he used a teleport scroll to get away. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== no longer relevant ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caravan of Palor&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
After the death of some of their members they might hold a grudge.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alan Triplemain  &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A drunk gave us a large some of money to look for rare stones for him. We have to give the money back, give him the stones or wait for him to come kill us. As we can&#039;t enter Hale anymore.... &amp;lt;br&amp;gt;&lt;br /&gt;
* The drunk returned. Raven en You! have chosen to help him beat up some old ladies instead. If they can find them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palor&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
On our travels for a priest of Palor there was a slight discussion of opinions. Hireling goblins often cause some trouble. Having a large number of Palor followers die was probably not on his list acceptable outcomes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hale&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The party seem to have a &#039;&#039;capture on sight&#039;&#039;-status in Hale &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unknown druid chick&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
After coming out of the tunnel under the burned-down town the goblins chose to rest a bit in the storage room under the inn. &amp;lt;br&amp;gt;&lt;br /&gt;
A group of four humans came to investigate and wanted to talk to whoever was there. After a short &amp;quot;conversation&amp;quot; the humans broke through the door. Seeing that the battle didn&#039;t go too well, 1 of the humans (druid chick) was able to escape.&amp;lt;br&amp;gt;&lt;br /&gt;
The bard did carry a magical violin. Rumour is that the leader of a nearby camp has a magical violin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Burned-down town &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
3 goblins enter a small town, a few hours later the whole town is burned to the ground. No survivors have been found so far. &amp;lt;br&amp;gt;&lt;br /&gt;
Tick in the only goblin still alive from there. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Cold_Dangers Cold Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Dehydration Dehydration]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Natural_Hazards Natural Hazards]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=142949</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=142949"/>
		<updated>2010-04-22T21:20:52Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Zar Zar the Unbodied] 8-\&lt;br /&gt;
* Eric the cleric 6-\\\&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Daze Daze] 8-\&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Priest] 8-&lt;br /&gt;
* druid dude 8-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* (Blendered by Eric&#039;s worst nightmare) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Scragg Scragg] 8-\\&lt;br /&gt;
* (Teleported away 06-04-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Rafa Rafa] 7-\\\\&lt;br /&gt;
* (Eaten by plant 30-03-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Tick Tick] 7-\\\&lt;br /&gt;
* (Deceased 28-10-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog] 3-\\\&lt;br /&gt;
* (Deceased 24-12-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!] 5-&lt;br /&gt;
* (Deceased 24-12-2009) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face] 3-\\\\&lt;br /&gt;
* (Disappeared 13-01-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer] 5-\\\\&lt;br /&gt;
* (Disappeared 20-01-2010) [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven] 5-\\\&lt;br /&gt;
&lt;br /&gt;
*maximum number: 8-\\\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; - one &amp;quot;\&amp;quot; per game, 5 games per level&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Salmir &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Jeweler &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Will buy 8 bloodstone shards for 6gp each. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Big Al &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Weaponsmith &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t resist a bet. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Alan Triplemain &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation:  Adventurer &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Hale &amp;lt;br&amp;gt;&lt;br /&gt;
Payed to party to get him more mystical rocks within a few days &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Billy &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Occupation:  Owner of the pub Nova &amp;lt;br&amp;gt;&lt;br /&gt;
Location: Alice Springs &amp;lt;br&amp;gt;&lt;br /&gt;
wishes to get a certain magical instrument &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
Survival rolls for rations - base DC 15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alchemy ====&lt;br /&gt;
Alchemist Fire is 250ml&lt;br /&gt;
Clay jug holds 4000ml&lt;br /&gt;
&lt;br /&gt;
Craft Alchemy Check to transfer to other container.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* on a skill roll of 20 roll again and add the number to your roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s not for nothing that goblins are disliked by most other races. The party is working hard to confirm this prejudice. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; City of Alice Springs &#039;&#039;&#039; (all goblins) &amp;lt;br&amp;gt; &lt;br /&gt;
unknown yet what the reason is, but goblins are unwelcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Ogre &#039;&#039;&#039; (Priest, Eric) &amp;lt;br&amp;gt; &lt;br /&gt;
One ogre ran away as Scragg killed his buddy. He probably blames everyone, if he has the guts to tell anyone.&lt;br /&gt;
* one day later Tick, Eric and Rafa ran into the same ogre with two new buddy&#039;s. they confirmed to the ogre that goblins can kill two ogres at the same time. &lt;br /&gt;
* a few days later the ogres had captured Eric. when they heared a noise near where he was bound they send some ogres to take a look, they did not return.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Genie &#039;&#039;&#039; (maybe Priest) &amp;lt;br&amp;gt; &lt;br /&gt;
Scragg broke the Genie&#039;s lamp after hitting himself against the head a few times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; undead priest &#039;&#039;&#039; (Priest, Eric, druid dude) &amp;lt;br&amp;gt; &lt;br /&gt;
un undead arcanist was ambushed by the party while he was sudding in his room. &lt;br /&gt;
when he felt he was lozing he used a teleport scroll to get away. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== no longer relevant ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caravan of Palor&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
After the death of some of their members they might hold a grudge.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alan Triplemain  &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A drunk gave us a large some of money to look for rare stones for him. We have to give the money back, give him the stones or wait for him to come kill us. As we can&#039;t enter Hale anymore.... &amp;lt;br&amp;gt;&lt;br /&gt;
* The drunk returned. Raven en You! have chosen to help him beat up some old ladies instead. If they can find them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Palor&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
On our travels for a priest of Palor there was a slight discussion of opinions. Hireling goblins often cause some trouble. Having a large number of Palor followers die was probably not on his list acceptable outcomes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hale&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The party seem to have a &#039;&#039;capture on sight&#039;&#039;-status in Hale &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unknown druid chick&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
After coming out of the tunnel under the burned-down town the goblins chose to rest a bit in the storage room under the inn. &amp;lt;br&amp;gt;&lt;br /&gt;
A group of four humans came to investigate and wanted to talk to whoever was there. After a short &amp;quot;conversation&amp;quot; the humans broke through the door. Seeing that the battle didn&#039;t go too well, 1 of the humans (druid chick) was able to escape.&amp;lt;br&amp;gt;&lt;br /&gt;
The bard did carry a magical violin. Rumour is that the leader of a nearby camp has a magical violin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Burned-down town &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
3 goblins enter a small town, a few hours later the whole town is burned to the ground. No survivors have been found so far. &amp;lt;br&amp;gt;&lt;br /&gt;
Tick in the only goblin still alive from there. &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Cold_Dangers Cold Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Dehydration Dehydration]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Natural_Hazards Natural Hazards]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142948</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142948"/>
		<updated>2010-04-22T21:17:03Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Class Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/psm/20070411a The Mind&#039;s Eye: Expanded Classes]] Telepathic Communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain the supernatural ability to communicate with any creature with your telepathy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Psion (Telepath)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; The bonus feat at 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142947</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142947"/>
		<updated>2010-04-22T21:15:58Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Class Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/psm/20070411a Mind&#039;s Eye]] Telepathic Communication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain the supernatural ability to communicate with any creature with your telepathy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Psion (Telepath)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; The bonus feat at 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142946</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142946"/>
		<updated>2010-04-22T21:12:13Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Feat Rogue/Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not an official variant, but basic &#039;&#039;Sneak Attack =&amp;gt; FBF&#039;&#039; swap applied to Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3rd. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; Skirmish increase and Trackless Step. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Fighter Bonus Feat.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142945</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142945"/>
		<updated>2010-04-22T21:12:02Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Con&lt;br /&gt;
&#039;&#039;&#039;Lvl 8 stat increase:&#039;&#039;&#039; +1 Cha&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Feat Rogue/Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not an official variant, but basic &#039;&#039;Sneak Attack =&amp;gt; FBF&#039;&#039; swap applied to Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3rd. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; Skirmish increase and Trackless Step. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Fighter Bonus Feat.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142944</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142944"/>
		<updated>2010-04-22T21:09:35Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Dex&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Feat Rogue/Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not an official variant, but basic &#039;&#039;Sneak Attack =&amp;gt; FBF&#039;&#039; swap applied to Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3rd. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; Skirmish increase and Trackless Step. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Fighter Bonus Feat.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142943</id>
		<title>DnD Desert Raiders Campaign Zar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Zar&amp;diff=142943"/>
		<updated>2010-04-22T21:06:56Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Zar the Unbodied ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[image:File:DnD_desert_campaign_-_Zar.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=200461&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Dex&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Feat Rogue/Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not an official variant, but basic &#039;&#039;Sneak Attack =&amp;gt; FBF&#039;&#039; swap applied to Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 3rd. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; Skirmish increase and Trackless Step. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Fighter Bonus Feat.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:DnD_desert_campaign_-_Zar.jpg&amp;diff=142942</id>
		<title>File:DnD desert campaign - Zar.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:DnD_desert_campaign_-_Zar.jpg&amp;diff=142942"/>
		<updated>2010-04-22T21:06:04Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134986</id>
		<title>DnD Desert Raiders Campaign Scragg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134986"/>
		<updated>2010-01-14T22:01:49Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Scragg ==&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_desert_campaign_-_Scragg.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Entry: scraggly  &lt;br /&gt;
&#039;&#039;Definition: ragged&lt;br /&gt;
# &#039;&#039;from scrag &amp;quot;a raw-bones; a skinny person&lt;br /&gt;
# &#039;&#039;badly worn, bedraggled, dirty, disheveled, frayed, frazzled, full of holes, grubby, grungy, in tatters, messy, moth-eaten, scruffy, shabby, sloppy, tattered, threadbare, torn, unclean, uncombed, ungroomed, unkempt, worse for wear.&lt;br /&gt;
# &#039;&#039;to kill someone or something: The gang decided that somebody was going to have to scrag the witness.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=178622&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl 4 stat increase:&#039;&#039;&#039; +1 Dex&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134973</id>
		<title>DnD Desert Raiders Campaign Scragg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134973"/>
		<updated>2010-01-14T18:30:45Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Scragg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Scragg ==&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_desert_campaign_-_Scragg.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Entry: scraggly  &lt;br /&gt;
&#039;&#039;Definition: ragged&lt;br /&gt;
# &#039;&#039;from scrag &amp;quot;a raw-bones; a skinny person&lt;br /&gt;
# &#039;&#039;badly worn, bedraggled, dirty, disheveled, frayed, frazzled, full of holes, grubby, grungy, in tatters, messy, moth-eaten, scruffy, shabby, sloppy, tattered, threadbare, torn, unclean, uncombed, ungroomed, unkempt, worse for wear.&lt;br /&gt;
# &#039;&#039;to kill someone or something: The gang decided that somebody was going to have to scrag the witness.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=178622&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134970</id>
		<title>DnD Desert Raiders Campaign Scragg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Scragg&amp;diff=134970"/>
		<updated>2010-01-14T17:29:21Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Scragg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Scragg ==&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_desert_campaign_-_Scragg.jpg|center|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Entry: scraggly  &lt;br /&gt;
&#039;&#039;Definition: ragged&lt;br /&gt;
# &#039;&#039;from scrag &amp;quot;a raw-bones; a skinny person&amp;quot; (1542), probably from a Scand. source.&lt;br /&gt;
# &#039;&#039;badly worn, bedraggled, dirty, disheveled, frayed, frazzled, full of holes, grubby, grungy, in tatters, messy, moth-eaten, scruffy, shabby, sloppy, tattered, threadbare, torn, unclean, uncombed, ungroomed, unkempt, worse for wear.&lt;br /&gt;
# &#039;&#039;to kill someone or something. (Originally underworld to strangle.) : The gang decided that somebody was going to have to scrag the witness.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=178622&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[http://www.wizards.com/default.asp?x=dnd/we/20070228a CS/web]] Ferocity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).&lt;br /&gt;
&lt;br /&gt;
He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.&lt;br /&gt;
&lt;br /&gt;
While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CC 46] Spiritual Totem&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a spiritual totem: bear, eagle, fox, lion, or wolf. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). &lt;br /&gt;
The DM can add more totems to the above list as desired, using those presented here as guidelines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; This benefit replaces the fast movement class feature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion Totem:&#039;&#039;&#039; Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:DnD_desert_campaign_-_Scragg.jpg&amp;diff=134969</id>
		<title>File:DnD desert campaign - Scragg.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:DnD_desert_campaign_-_Scragg.jpg&amp;diff=134969"/>
		<updated>2010-01-14T17:24:57Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_DM_Notes&amp;diff=112538</id>
		<title>DnD Desert Raiders Campaign DM Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_DM_Notes&amp;diff=112538"/>
		<updated>2009-07-01T11:14:54Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Setup ===&lt;br /&gt;
Anything the next DM&#039;s may need to know, i.e;&lt;br /&gt;
&lt;br /&gt;
* Maps of area&#039;s&lt;br /&gt;
* (additional) Plot hooks&lt;br /&gt;
* Un-ID&#039;d items&lt;br /&gt;
* NPC&#039;s hidden agenda&lt;br /&gt;
* etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that all of the above should be considered &#039;&#039;suggestions&#039;&#039; to make for a more complex and rewarding storyline.&lt;br /&gt;
&lt;br /&gt;
Anyone DM&#039;ing should feel free to make any changes as he sees fit.&lt;br /&gt;
&lt;br /&gt;
[[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main page]]&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Current DM only, Scroll down&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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=== 10/06/09 - Session I - Caravan Caper ===&lt;br /&gt;
&lt;br /&gt;
* wand of cure light wounds has 6 charges (worth 90gp party treasure)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
=== 17/06/09 - Session II - Caravan Caper ===&lt;br /&gt;
&lt;br /&gt;
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=== 25/06/09 - Session III - Path to Hale ===&lt;br /&gt;
&lt;br /&gt;
* DM Anand&lt;br /&gt;
&lt;br /&gt;
[[Image:DRC map full.JPG]]&amp;lt;br&amp;gt;&lt;br /&gt;
Full map&lt;br /&gt;
&lt;br /&gt;
[[Image:DRC map zoom2.JPG]]&amp;lt;br&amp;gt;&lt;br /&gt;
zoom partially&lt;br /&gt;
&lt;br /&gt;
[[Image:DRC map zoom3.JPG]]&amp;lt;br&amp;gt;&lt;br /&gt;
Zoom to region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hale ====&lt;br /&gt;
[[Image:Hale.JPG]] &amp;lt;br&amp;gt;&lt;br /&gt;
The trader post of Hale&lt;br /&gt;
&lt;br /&gt;
* Caravan that the goblins fought is still inside the town&lt;br /&gt;
* Goblins are disliked by all people as normal&lt;br /&gt;
* Traders and bar-owners are aware that even goblins carry gold and are therefore made welcome &lt;br /&gt;
* Officers of the guard are aware that they are paid by the traders and know how to behave to the carriers of money pouches. &lt;br /&gt;
* There is no fighting allowed in or near the settlement.&lt;br /&gt;
&lt;br /&gt;
==== Treasure: ====&lt;br /&gt;
* medium Rations, trail (15sp total)&lt;br /&gt;
* medium Waterskin (3gp total)&lt;br /&gt;
* medium desert outfit (6gp) &lt;br /&gt;
* money pouch scorpion&#039;s dinner (100 CP total)&lt;br /&gt;
* money pouch caravan guards (session 1, DM Maurits) (30gp total)&lt;br /&gt;
&lt;br /&gt;
* 1 charge of the wand used this session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== 02/07/09 - Session IV - .... ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=112027</id>
		<title>DnD Desert Raiders Campaign Loak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=112027"/>
		<updated>2009-06-24T13:04:28Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Loak the Wanderer ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Loak.jpg|left|500px]]&lt;br /&gt;
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== Background ==&lt;br /&gt;
Loak is an old, scrawny goblin, barely topping 3ft in height. His weather-beaten features attest to life in harsh environments. Even so, he doesn&#039;t seem to be carrying much beyond his faded tan robes and a worn-down walking staff. Even in quiet surroundings, his hair and robes flutter as if being plucked by invisible fingers.&lt;br /&gt;
&lt;br /&gt;
Having abandoned his designated position as tribal shaman in favor of his commitment to Zoser, he follows what he calls the &#039;&#039;Path of the Wind&#039;&#039;, claiming it to be a spiritual path to understanding the true power of the desert.&lt;br /&gt;
&lt;br /&gt;
He comes across as somewhat detached from reality, likely to spend as much time conversing with his companion wind spirit as with any allies he might be traveling with. &lt;br /&gt;
&lt;br /&gt;
Not being much of a combatant himself, Loak will offer his services as a guide and shaman to any likely allies for mutual protection. He will use any resources sparingly but not stingingly, as he is confident in his own survival skills.&lt;br /&gt;
Should any encounter turn against them, Loak would rather flee a losing battle and let the desert fill the role of equalizer and take care of his enemies.&lt;br /&gt;
&lt;br /&gt;
== Deity ==&lt;br /&gt;
Zoser is an unpredictable being whose heart rejoices in the wild dance of desert whirlwinds. Although he is not evil, he is heedless of the devastation his storms wreak. Dervishes are his most devoted followers, imitating his capricious might in their deadly little dances. Travelers in the waste also pay homage to Zoser in hopes that he pass them by.&lt;br /&gt;
&lt;br /&gt;
His symbol is a stylized drawing of a tornado. He most often appears as a towering whirlwind; dark with dust, in whose depths a vague humanoid outline can be seen. Sometimes he instead takes the form of a lone traveler, cloaked in sand-colored robes that flutter around him even when the air is calm.&lt;br /&gt;
&lt;br /&gt;
Temples to Zoser take the form of tall spires, usually natural pinnacles or buttes, with an open-air altar at the very tip. Priests scatter incense and colored dust on the wind while worshippers chant songs of praise and dance frenziedly – it is not uncommon for an overenthusiastic worshiper to fall off a spire.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=132706&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[SSt 47] Desert Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sandstorm variant.&lt;br /&gt;
&lt;br /&gt;
Lvl 2 gain Sandskimmer, lose Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
Lvl 4 gain Heat Endurance, lose Resist Nature&#039;s Lure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PHBII 39] Spontaneous Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
Ability to transform stored energy of spell to grant allies within 30ft &#039;&#039;fast healing X&#039;&#039; for 3 rounds, with X being equal to the converted spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
Ability to spontaneously convert spells into &#039;&#039;summon nature&#039;s ally&#039;&#039; spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Druid Simple Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
* Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)&lt;br /&gt;
* Fast movement (as monk)&lt;br /&gt;
* Favored enemy (as ranger)&lt;br /&gt;
* Swift tracker (as ranger)&lt;br /&gt;
* Track feat (as ranger).&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
&lt;br /&gt;
* Armor and shield proficiency&lt;br /&gt;
* Wild shape (all versions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.&lt;br /&gt;
&lt;br /&gt;
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger&#039;s experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CM 33] ELEMENTAL COMPANION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. &lt;br /&gt;
&lt;br /&gt;
Class: Druid. &lt;br /&gt;
&lt;br /&gt;
Level: 1st. &lt;br /&gt;
&lt;br /&gt;
Special Requirement: &lt;br /&gt;
Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; You do not gain an animal companion, nor do you gain wild empathy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the &lt;br /&gt;
language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). &lt;br /&gt;
Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. &lt;br /&gt;
At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.&lt;br /&gt;
&lt;br /&gt;
== Elemental Companion ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]]&lt;br /&gt;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
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Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Mastery (Ex):&#039;&#039;&#039; Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Su):&#039;&#039;&#039; The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.&lt;br /&gt;
&lt;br /&gt;
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.&lt;br /&gt;
&lt;br /&gt;
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Elemental&#039;&#039;&#039;&lt;br /&gt;
* Height	4 ft.		&lt;br /&gt;
* Weight 1 lb.&lt;br /&gt;
* WW Save DC 11&lt;br /&gt;
* WW Damage 1d4&lt;br /&gt;
* WW Height	10–20 ft.&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=112025</id>
		<title>DnD Desert Raiders Campaign Loak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=112025"/>
		<updated>2009-06-24T12:26:51Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Class Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Loak the Wanderer ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Loak.jpg|left|500px]]&lt;br /&gt;
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== Background ==&lt;br /&gt;
An old, scrawny goblin, barely topping 3ft in height.&lt;br /&gt;
&lt;br /&gt;
His weatherbeaten features attest to life in harsh environments.&lt;br /&gt;
&lt;br /&gt;
Even so, he doesn&#039;t seem to be carrying much beyond his faded robes and a worndown walking staff.&lt;br /&gt;
&lt;br /&gt;
== Deity ==&lt;br /&gt;
Zoser is an unpredictable being whose heart rejoices in the wild dance of desert whirlwinds. Although he is not evil, he is heedless of the devastation his storms wreak. Dervishes are his most devoted followers, imitating his capricious might in their deadly little dances. Travelers in the waste also pay homage to Zoser in hopes that he pass them by.&lt;br /&gt;
&lt;br /&gt;
His symbol is a stylized drawing of a tornado. He most often appears as a towering whirlwind; dark with dust, in whose depths a vague humanoid outline can be seen. Sometimes he instead takes the form of a lone traveler, cloaked in sand-colored robes that flutter around him even when the air is calm.&lt;br /&gt;
&lt;br /&gt;
Temples to Zoser take the form of tall spires, usually natural pinnacles or buttes, with an open-air altar at the very tip. Priests scatter incense and colored dust on the wind while worshippers chant songs of praise and dance frenziedly – it is not uncommon for an overenthusiastic worshiper to fall off a spire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=132706&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[SSt 47] Desert Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sandstorm variant.&lt;br /&gt;
&lt;br /&gt;
Lvl 2 gain Sandskimmer, lose Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
Lvl 4 gain Heat Endurance, lose Resist Nature&#039;s Lure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PHBII 39] Spontaneous Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
Ability to transform stored energy of spell to grant allies within 30ft &#039;&#039;fast healing X&#039;&#039; for 3 rounds, with X being equal to the converted spell&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
Ability to spontaneously convert spells into &#039;&#039;summon nature&#039;s ally&#039;&#039; spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Druid Simple Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
* Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)&lt;br /&gt;
* Fast movement (as monk)&lt;br /&gt;
* Favored enemy (as ranger)&lt;br /&gt;
* Swift tracker (as ranger)&lt;br /&gt;
* Track feat (as ranger).&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
&lt;br /&gt;
* Armor and shield proficiency&lt;br /&gt;
* Wild shape (all versions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.&lt;br /&gt;
&lt;br /&gt;
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger&#039;s experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CM 33] ELEMENTAL COMPANION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. &lt;br /&gt;
&lt;br /&gt;
Class: Druid. &lt;br /&gt;
&lt;br /&gt;
Level: 1st. &lt;br /&gt;
&lt;br /&gt;
Special Requirement: &lt;br /&gt;
Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; You do not gain an animal companion, nor do you gain wild empathy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the &lt;br /&gt;
language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). &lt;br /&gt;
Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. &lt;br /&gt;
At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.&lt;br /&gt;
&lt;br /&gt;
== Elemental Companion ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]]&lt;br /&gt;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Mastery (Ex):&#039;&#039;&#039; Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Su):&#039;&#039;&#039; The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.&lt;br /&gt;
&lt;br /&gt;
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.&lt;br /&gt;
&lt;br /&gt;
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Elemental&#039;&#039;&#039;&lt;br /&gt;
* Height	4 ft.		&lt;br /&gt;
* Weight 1 lb.&lt;br /&gt;
* WW Save DC 11&lt;br /&gt;
* WW Damage 1d4&lt;br /&gt;
* WW Height	10–20 ft.&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111975</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111975"/>
		<updated>2009-06-23T18:03:33Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
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[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Treating Heatstroke ===&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection against Heat ===&lt;br /&gt;
Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon&#039;s breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item&#039;s +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment.&lt;br /&gt;
&lt;br /&gt;
To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-2: Base protection level against heat ====&lt;br /&gt;
* 0 Creature with no heat adaptations.&lt;br /&gt;
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin&lt;br /&gt;
* 1 Monsters native to hot climates&lt;br /&gt;
* 2 Desert animal or vermin&lt;br /&gt;
* 2 Monsters native to waste terrain&lt;br /&gt;
* 3 Creatures with endure elements spell or effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Endurance Feat:&#039;&#039;&#039; Creatures with the Heat Endurance feat (see page 50).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nondesert Cold-Blooded Animal or Vermin:&#039;&#039;&#039; Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Hot Climates:&#039;&#039;&#039; Creatures whose Environment entry mentions warm climate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Animal or Vermin:&#039;&#039;&#039; Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Waste Terrain:&#039;&#039;&#039; Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endure Elements:&#039;&#039;&#039; Creatures currently protected by an endure elements spell or similar effect.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-3: Equipment modifier to base heat protection ====&lt;br /&gt;
* 0 No special equipment&lt;br /&gt;
* +1 Armorbright&lt;br /&gt;
* +1 Desert outfit&lt;br /&gt;
* +1 Keepcool salve&lt;br /&gt;
* +2 Hydration suit&lt;br /&gt;
* +3 Improvised shelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armorbright:&#039;&#039;&#039; This special alchemical item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Desert Outfit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Keepcool Salve:&#039;&#039;&#039; This special alchemical item is described on page 102 of this book.&lt;br /&gt;
&#039;&#039;&#039;Hydration suit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Improvised Shelter:&#039;&#039;&#039; This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.&lt;br /&gt;
&lt;br /&gt;
=== Resistance to Fire ===&lt;br /&gt;
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111974</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111974"/>
		<updated>2009-06-23T18:03:03Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* TABLE 1-2: BASE PROTECTION LEVEL AGAINST HEAT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Treating Heatstroke ===&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection against Heat ===&lt;br /&gt;
Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon&#039;s breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item&#039;s +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment.&lt;br /&gt;
&lt;br /&gt;
To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-2: Base protection level against heat ====&lt;br /&gt;
* 0 Creature with no heat adaptations.&lt;br /&gt;
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin&lt;br /&gt;
* 1 Monsters native to hot climates&lt;br /&gt;
* 2 Desert animal or vermin&lt;br /&gt;
* 2 Monsters native to waste terrain&lt;br /&gt;
* 3 Creatures with endure elements spell or effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Endurance Feat:&#039;&#039;&#039; Creatures with the Heat Endurance feat (see page 50).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nondesert Cold-Blooded Animal or Vermin:&#039;&#039;&#039; Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Hot Climates:&#039;&#039;&#039; Creatures whose Environment entry mentions warm climate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Animal or Vermin:&#039;&#039;&#039; Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Waste Terrain:&#039;&#039;&#039; Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endure Elements:&#039;&#039;&#039; Creatures currently protected by an endure elements spell or similar effect.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION ====&lt;br /&gt;
* 0 No special equipment&lt;br /&gt;
* +1 Armorbright&lt;br /&gt;
* +1 Desert outfit&lt;br /&gt;
* +1 Keepcool salve&lt;br /&gt;
* +2 Hydration suit&lt;br /&gt;
* +3 Improvised shelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armorbright:&#039;&#039;&#039; This special alchemical item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Desert Outfit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Keepcool Salve:&#039;&#039;&#039; This special alchemical item is described on page 102 of this book.&lt;br /&gt;
&#039;&#039;&#039;Hydration suit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Improvised Shelter:&#039;&#039;&#039; This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resistance to Fire ===&lt;br /&gt;
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111973</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111973"/>
		<updated>2009-06-23T18:02:08Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
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&lt;br /&gt;
=== Treating Heatstroke ===&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;br /&gt;
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=== Protection against Heat ===&lt;br /&gt;
Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon&#039;s breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item&#039;s +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment.&lt;br /&gt;
&lt;br /&gt;
To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-2: BASE PROTECTION LEVEL AGAINST HEAT ====&lt;br /&gt;
* 0 Creature with no heat adaptations.&lt;br /&gt;
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin&lt;br /&gt;
* 1 Monsters native to hot climates&lt;br /&gt;
* 2 Desert animal or vermin&lt;br /&gt;
* 2 Monsters native to waste terrain&lt;br /&gt;
* 3 Creatures with endure elements spell or effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Endurance Feat:&#039;&#039;&#039; Creatures with the Heat Endurance feat (see page 50).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nondesert Cold-Blooded Animal or Vermin:&#039;&#039;&#039; Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Hot Climates:&#039;&#039;&#039; Creatures whose Environment entry mentions warm climate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Animal or Vermin:&#039;&#039;&#039; Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Waste Terrain:&#039;&#039;&#039; Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endure Elements:&#039;&#039;&#039; Creatures currently protected by an endure elements spell or similar effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION ====&lt;br /&gt;
* 0 No special equipment&lt;br /&gt;
* +1 Armorbright&lt;br /&gt;
* +1 Desert outfit&lt;br /&gt;
* +1 Keepcool salve&lt;br /&gt;
* +2 Hydration suit&lt;br /&gt;
* +3 Improvised shelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armorbright:&#039;&#039;&#039; This special alchemical item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Desert Outfit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Keepcool Salve:&#039;&#039;&#039; This special alchemical item is described on page 102 of this book.&lt;br /&gt;
&#039;&#039;&#039;Hydration suit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Improvised Shelter:&#039;&#039;&#039; This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resistance to Fire ===&lt;br /&gt;
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111972</id>
		<title>DnD Desert Raiders Campaign Dehydration</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111972"/>
		<updated>2009-06-23T18:00:23Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
=== DEHYDRATION ===&lt;br /&gt;
&lt;br /&gt;
As the body loses fluids, biological processes begin to break down. This leads to in pallor, shaking, nausea, and eventually, a complete collapse of the nervous system. Though dehydration can occur in any environment, the combination of high heat and low humidity typical in waste environments makes it an omnipresent threat there.&lt;br /&gt;
As noted on page 304 of the Dungeon Master&#039;s Guide, a character must consume 1 gallon of water per day to avoid dehydration. In particularly hot environments (Those above 90° F), characters need double the normal amount. The amount of water required to avoid dehydration increases by 1 gallon per temperature band higher than hot (so 3 gallons in severe heat, 4 in extreme heat, and so on). A creature can go without water for a number of hours equal to 24 + its Constitution score. After this lime, the creature must make a successful Constitution check each hour (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. In particularly hot environments (those above 90° F), the time a creature can go without water before making Constitution checks is reduced, as described on Table 1-4.&lt;br /&gt;
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[[image:DnD_Dehydration_Times.jpg|left|400px]]&lt;br /&gt;
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==== Being Dehydrated ====&lt;br /&gt;
A lack of sufficient water can cause individuals to become dehydrated - a new condition described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dehydrated:&#039;&#039;&#039; Characters who bave taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions (such as those described in this book or on page 303 of rhe Dungeon Master&#039;s Guide), that damage instead becomes lethal damage.&lt;br /&gt;
A character who falls unconscious from nonlethal damage due to thirst begins to rake the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated (see below); not even magic that restores hit points heals this damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Dehydration ====&lt;br /&gt;
&lt;br /&gt;
A character who has taken nonlethal damage from lack of water must be treated with long-term care (see the Heal skill description, page 75 of the Players Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of water required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of water or from a hot environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means.&lt;br /&gt;
&lt;br /&gt;
Alternatively, certain spells can be used to rehydrate a character in place of the recovery time, water, and Heal check. The hydrate spell (see page 117) accomplishes this function, as does the heal spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111971</id>
		<title>DnD Desert Raiders Campaign Dehydration</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111971"/>
		<updated>2009-06-23T18:00:03Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
=== DEHYDRATION ===&lt;br /&gt;
&lt;br /&gt;
As the body loses fluids, biological processes begin to break down. This leads to in pallor, shaking, nausea, and eventually, a complete collapse of the nervous system. Though dehydration can occur in any environment, the combination of high heat and low humidity typical in waste environments makes it an omnipresent threat there.&lt;br /&gt;
As noted on page 304 of the Dungeon Master&#039;s Guide, a character must consume 1 gallon of water per day to avoid dehydration. In particularly hot environments (Those above 90° F), characters need double the normal amount. The amount of water required to avoid dehydration increases by 1 gallon per temperature band higher than hot (so 3 gallons in severe heat, 4 in extreme heat, and so on). A creature can go without water for a number of hours equal to 24 + its Constitution score. After this lime, the creature must make a successful Constitution check each hour (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. In particularly hot environments (those above 90° F), the time a creature can go without water before making Constitution checks is reduced, as described on Table 1-4.&lt;br /&gt;
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[[image:DnD_Dehydration_Times.jpg|left|400px]]&lt;br /&gt;
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==== Being Dehydrated ====&lt;br /&gt;
A lack of sufficient water can cause individuals to become dehydrated - a new condition described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dehydrated:&#039;&#039;&#039; Characters who bave taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions (such as those described in this book or on page 303 of rhe Dungeon Master&#039;s Guide), that damage instead becomes lethal damage.&lt;br /&gt;
A character who falls unconscious from nonlethal damage due to thirst begins to rake the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated (see below); not even magic that restores hit points heals this damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Dehydration ====&lt;br /&gt;
&lt;br /&gt;
A character who has taken nonlethal damage from lack of water must be treated with long-term care (see the Heal skill description, page 75 of the Players Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of water required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of water or from a hot environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means.&lt;br /&gt;
&lt;br /&gt;
Alternatively, certain spells can be used to rehydrate a character in place of the recovery time, water, and Heal check. The hydrate spell (see page 117) accomplishes this function, as does the heal spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111970</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111970"/>
		<updated>2009-06-23T17:59:37Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
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== Sessions Log ==&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
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== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
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== NonPlayer Characters ==&lt;br /&gt;
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None yet.&lt;br /&gt;
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== Houserules ==&lt;br /&gt;
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==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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==== Desert Environment ====&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Dehydration Dehydration]&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Natural_Hazards Natural Hazards]&lt;br /&gt;
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== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
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Basic editing options explained.&lt;br /&gt;
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* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
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Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
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* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
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Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
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NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
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* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
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[[Still active?]]&lt;br /&gt;
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* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
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Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Natural_Hazards&amp;diff=111969</id>
		<title>DnD Desert Raiders Campaign Natural Hazards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Natural_Hazards&amp;diff=111969"/>
		<updated>2009-06-23T17:58:58Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
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=== SAND AND WIND ===&lt;br /&gt;
Winds in The waste can be violem or even deadly. Worse still, winds laden with grit-whether volcanic ash, sand, blowing soil, dust, powdered charcoal or bone, or even tiny chips of precious gems-pose a variety of hazards,&lt;br /&gt;
More information about the hazards in this section, including durations of typical storms, can be found on pages 93-95 of the Dungeon Master&#039;s Guide, If Ihe needs of the campaign dictate it, the DM can decide that a storm in the Waste lasts for even longer than the normal maximum time.&lt;br /&gt;
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==== Sandstorms ====&lt;br /&gt;
Severe and stronger winds pose a far graver danger than winds of equal velocity within landscapes that support a ground covering of grasses. sedges, and other terrain features that preclude instantaneous erosion. In waste areas covered by sand, loose earth, or grit, high winds are always accompanied by dustscorms or sands storms. The stronger the wind is in such regions, the more severe the effect.&lt;br /&gt;
Contrary to popular belief, nonmagic duscstorms and sandstorms do not bury people alive. The accumulation does not occur so quickly as to prevent escape or digging, but a sandstorm can suffocate and kill victims by burying them under the accumulation. The heaps of debris left behind might be deep enough to cover small buildings, though, and the landscape is drastically reshaped after a major storm, which could remove landmarks and cause a party co become lost.&lt;br /&gt;
Table 1-5: Sandstorm and Wind Effects integrates the wind effects rules as presented in the Dungeon Master&#039;s Guide with complementary sandstorm effects rules, described here.&lt;br /&gt;
&#039;&#039;&#039;Duststorm:&#039;&#039;&#039; Duststorms arise in waste areas when the wind speed rises above 30 miles per hour. A duststorm blows fine grains of sand that reduce visibility, smother unprotected flames, and even choke protected flames, such as a lantern’s light (50% chance). A duststorm leaves behind a deposit of 1d6 inches of sand.&lt;br /&gt;
Visibility in a duststorm is reduced; so all creatures within a duststorm take a -2 penalty on Search and Spot checks.&lt;br /&gt;
&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Sandstorms arise in waste areas when che wind speed rises above 50 miles per hour. Sandstorms reduce visibility to brownout conditions (see below), smother unprotected flames, and choke protected flames, such as a lantern’s light (75% chance). Moreover, sandstorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A sandstorm leaves 2d3-1 feet of fine sand in its wake.&lt;br /&gt;
&#039;&#039;&#039;Brownout:&#039;&#039;&#039; Sandstorms create brownout conditions. Swirling grit obscures che horizon and makes it nearly impossible to get one&#039;s bearings. Any character in brownout conditions caused by a sandstorm takes a -4 penalty on Dexterity-based skill checks, as well as Search checks, Spot checks, and any other checks that rely on vision. These effects end when the character leaves the brownout area or enters a protected shelter.&lt;br /&gt;
&#039;&#039;&#039;Sandstorm, Flensing:&#039;&#039;&#039; Flensing sandstorms arise in waste areas when the wind speed rises above 74 miles per hour (flensing sandstorm conditions can also occur during a tornado in a waste setting). Flensing sandstorms reduce visibility to severe brownout conditions (see below), smother unprotected flames, and choke protected flames (100% chance). Moreover, flensing sandstorms deal 1d3 points of lethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A flensing sandstorm leaves 4d6 feet of sand in its wake.&lt;br /&gt;
&#039;&#039;&#039;Severe Brownout:&#039;&#039;&#039; Even more severe brownout conditions apply during a flensing sandstorm than during a regular sandstorm. Swirling grit obscures the horizon and makes it nearly impossible to get one&#039;s bearings. A character in brownout conditions caused by a flensing sandstorm takes a -6 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the character leaves the brownout area or enters a protected shelter.&lt;br /&gt;
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==== Whirlwinds ====&lt;br /&gt;
The baking ground of the waste heats air above it very quickly, producing spinning winds of varying intensity).&lt;br /&gt;
When the weather is clear, the rapidly rising hot air forms a dust devil. This resembles a tornado but is smaller and relatively weak, with winds rarely exceeding 60 miles per hour. Still, winds that reach severe or windstorm speed are strong enough to deal damage (see Table 3-24: Wind Effects, page 95 of the Dungeon Master&#039;s Guide). At ground level, visibility is reduced to practically nothing, granting total concealment to creatures within.&lt;br /&gt;
A tornado is the most violent kind of mundane whirlwind, with winds that can exceed 200 miles per hour. It is very localized though - the widest tornado is less than a mile across, and most have a diameter of only a few hundred feet Tornadoes move relatively slowly across the landscape but can make sudden, erratic turns that are impossible to predict. They occur most often at the boundaries between waste environments and more temperate areas. A whirlwind spawned at the edge of a desert can move into the temperate region, or into the deep waste.&lt;br /&gt;
The most severe thunderstorms (roughly one in ten) also generate tornadoes. Even so, fewer than half of those whirlwinds pack winds above hurricane strength (75 to 174 miles per hour). For game purposes, assume one thunderstorm in twenty generates a tornado-force wind. In the heart of such a violent storm, visibility is reduced to zero (total concealment), and Spot, Search, and Listen checks are impossible, as are ranged weapon attacks, Refer to Storms, page 94 of the Dungeon Master&#039;s Guide for more information on these hazards.&lt;br /&gt;
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==== SIDEBAR - SUFFOCATION IN A SANDSTORM ====&lt;br /&gt;
Exposed characters might begin to choke if their noses and mouths are not covered. A sufficiently large cloth expertly worn (Survival DC 15) or a filter mask (see page 100) negates the effects of suffocation from dust and sand. An inexpertly worn cloth across the nose and mouth protects a character from the potential of suffocation for a number of rounds equal to 10x her Constitution score. An unprotected character faces potential suffocation after a number rounds equal to twice her Constitution score. Once the grace period ends, the character must make a successful Constitution check (DC 10, +1 per previous check) each round or begin suffocating on the encroaching sand. In the first round after suffocation begins, the character falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates to death.&lt;br /&gt;
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==== Sand Dunes ====&lt;br /&gt;
Most people immediately think of sand dunes when they imagine a desert, but in fact many kinds of waste have no dunes at all. Winds carry away soil, sand, and even light pebbles, leaving behind a thin &amp;quot;pavement&amp;quot; of larger stones. Dried lake beds are plains of cracked mud crusted with salt. Lava flows cover the land with humped, rough stone. Still, hardy grasses and undergrowth do exist in some parts of the waste, catching grains of sand and holding them in place long enough for immense “waves&amp;quot; to grow.&lt;br /&gt;
Sand dunes are wandering things, although the mundane variety travels no more than a couple of hundred feet in a year. This is enough to eventually overrun farmland and choke out forests, but it is not an immediate hazard to roost creatures. However, the constant action of wind on sand produces potentially hazardous situations.&lt;br /&gt;
&#039;&#039;&#039;Collapse:&#039;&#039;&#039; A sand dune has a long, shallow back slope shaped by the wind and a sharp leading edge with a steep drop on the lee side. This edge is precarious, with the pull of gravity just balanced by the tendency of sand grains to stick together. Coarser sand or lighter gravity produces higher and steeper dunes, while fine grains or heavier gravity produces low dunes with gentler slopes. However, the wind can swiftly shift the balance, blowing sand off the edge and triggering a sudden collapse. A collapsing dune is every bit as dangerous as an avalanche and follows the same rules (as described on page 90 of the Dungeon Master’s Guide).&lt;br /&gt;
&#039;&#039;&#039;Blowout:&#039;&#039;&#039; A change in wind direction can produce a blowout, hollowing out the center of a dune and leaving a large cavity. This cavity is not always visible, and a thin layer of safe-looking sand might cover a vast tomb that swallows people and animals without a trace. The crust covering a blowout is too weak to support any creature larger than Tiny. Noticing a blowout requires a successful DC 10 Survival check; however, charging or running characters are not entitled to a check. Characters enveloped by the sand begin to take damage and suffocate as though trapped by an avalanche. A blowout hides in one out of every one hundred sand dunes (1% chance).&lt;br /&gt;
Sand dunes that have been stabilized by grasses or shrubby trees are much less likely to collapse. Still, even such a place can hide a blowout if the undergrowth in the area is thin.&lt;br /&gt;
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==== Quicksand ====&lt;br /&gt;
Quicksand can’t occur without water. Saturated sand is surrounded and buoyed up by the surrounding liquid, forming a suspension that unwary travelers can mistake for normal sand. While an oasis or the edge of a salt lake might contain the conditions for quicksand to occur, it is not likely - and there is no chance of encountering quicksand in the dry waste. Supernatural hazards, though, such as slipsand (see page 25), are sometimes mistakenly referred to as &amp;quot;quicksand,&amp;quot; and such places give rise to terrible stories.&lt;br /&gt;
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==== Sand Travel ====&lt;br /&gt;
Fields of deep sand can impede the movement of creatures that cannot fly, float, or otherwise stay off the ground when traveling. Most creatures do not automatically sink all the way into deep sand. A hard crust of dried mud or salt can make the surface hard enough to support some weight. Sand that has been stabilized by desert growth is generally safe to walk on.&lt;br /&gt;
The following new terrain features are provided ro supplement those found under Desert Terrain on page 91 of the Dungeon Master’s Guide.&lt;br /&gt;
Shallow Sand: Shallow sand is much more common in desert areas than deep sand. Areas covered by this terrain feature have a layer of loose sand about 1 foot deep. It costs 2 squares of movement co move into a square with shallow sand, and the DC of Tumble checks in such a square increases by 2.&lt;br /&gt;
Deep Sand: Deep sand is most often found in deep deserts near areas of rolling dunes and fierce storms. Many creatures unfamiliar with desert terrain mistake deep sand for quicksand, although deep sand is not nearly as deadly. Areas covered by this terrain feature have a layer of loose sand up to 3 feet deep. It costs Medium or larger creatures 3 squares of movement to move into a square with deep sand. It costs Small or smaller creatures 4 squares of movement to move into a square with deep sand. Tumbling is impossible in deep sand.&lt;br /&gt;
Sand Crust: A sand crust appears as normal solid ground. Usually formed from a hardened crust of dried mud or salt, sand crusts sometimes cover areas of shallow sand (or, very rarely, deep sand). If a creature weighing more than 100 pounds (including equipment carried) enters a square covered with a sand crust, it breaks through to the sand below. The creature treats the square as shallow sand or deep sand, whichever lies below that square of sand crust, and it must deal with the effects of the sand on movement as described above. Creatures moving through an area of sand crust leave a trail in their wake, turning the sand cruse they pass through into shallow sand or deep sand squares as applicable. Creatures weighing 100 pounds or less can treat sand crust as normal terrain.&lt;br /&gt;
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=== SUN DANGERS ===&lt;br /&gt;
In the clear, dry air of the waste, nothing blocks the sun&#039;s rays, which can pose dangers of their own.&lt;br /&gt;
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==== Glare ====&lt;br /&gt;
The sun can be extremely dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similarly light-colored material reflect the sun&#039;s glare into the eyes even when not looked at directly. Sun glare is doubly dangerous during winter months, when the sun is low on the horizon and thus difficult to avoid looking at.&lt;br /&gt;
Characters traveling in such conditions must cover their eyes with a veil, dark lenses, or a similar eye covering. Those whose eyes are unprotected in such conditions are automatically dazzled. Such characters take a -1 penalty on attack rolls, Search checks, and Spot checks. These penalties are doubled for creatures that have light sensitivity (such as drow or orcs). Characters who take the precaution of covering or shielding their eyes automatically eliminate the risk of being dazzled by sun glare and take no penalties.&lt;br /&gt;
Glare-induced blindness lasts as long as characters remain in an area of sun glare and for td4 hours thereafter, or for 1 hour thereafter if the character enters a shadowed or enclosed area. The dazzling effect of sun glare can be negated by a remove blindness spell, but an unprotected character still in an area of sun glare immediately becomes dazzled again when the spell&#039;s duration expires.&lt;br /&gt;
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==== Sunburn ====&lt;br /&gt;
Sunburn is a serious hazard when traveling in the waste. A mild sunburn is merely distracting, but more severe burns can be life-threatening.&lt;br /&gt;
Avoiding sunburn requires covering up exposed skin, wearing hats or robes, or carrying a parasol. Protective lotions also keep the skin safe, and beings native to torrid climates have developed dark skin pigmentation to protect against the sun. Of course, wearing heavy clothing carries its own risks (increasing the likelihood of succumbing to heatstroke), and sunlight reflected from light-colored surfaces can still reach beneath a hat or shade.&lt;br /&gt;
Characters who take even minimal care to protect their skin from direct sunlight (a hat, a cloak, or other body-covering garment will do) are not subject to sunburn. Wearing the desert outfit described on page 101 is sufficient to prevent sunburn, In addition, several other items described in Chapter 4 can protect against the effects of sunburn.&lt;br /&gt;
If a character is caught out in the sun and completely unprotected, serious consequences can result, After 3 hours of such exposure, the character is mildly sunburned and takes 1 point of nonlethal damage. After 3 hours more exposure, the character develops severe sunburn and immediately takes 2d6 points of nonlethal damage and a -2 penalty on Fortitude saves to avoid damage or fatigue from heat dangers until the nonlethal damage is healed.&lt;br /&gt;
Characters or creatures with naturally dark (or tanned) skin pigmentation are naturally resistant to sunburn. Such individuals can remain in the sun unprotected for 6 hours before becoming mildly sunburned, and for 12 hours before becoming severely sunburned.&lt;br /&gt;
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=== OTHER DANGERS ===&lt;br /&gt;
Even without the threat of dehydration, heatstroke, or sandstorms, waste terrain can be deadly.&lt;br /&gt;
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==== Flash Floods ====&lt;br /&gt;
Storms or spring runoff from nearby mountains can send deadly walls of water through ravines or along low desert gullies. A flash flood can suddenly raise the water level of an area, filling a dry gulch to the top of its walls. A flood raises the water level by 1d10+10 feet within a matter of minutes. Water washes through affected squares, traveling at a speed of 60 feet or more, unless impeded by slopes or solid barriers. Treat a flash flood as stormy water (Swim DC 20 to avoid being swept away). An additional DC 20 Swim check is required each round to keep the head above water. Characters who stay below the surface might drown (as described on page 304 of the Dungeon Master&#039;s Guide), See Aquatic Terrain, page 92 of The Dungeon Master’s Guide, for more about the effects of being swept away.&lt;br /&gt;
Along with the hazards of fast-flowing water, the flow uproots trees and rolls enormous boulders with deadly impact. Characters struck by a wall of water during a flash flood must make a successful DC 15 Reflex save or take 3d6 points of bludgeoning damage. A flash flood passes through an area in 3d4 hours.&lt;br /&gt;
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==== Mirages ====&lt;br /&gt;
As air heats up over the desert floor, shimmering convection currents appear. These currents blur and distort features behind them and can even produce optical illusions called mirages. A mirage is formed at the boundary between hot air at ground level and a cooler layer higher up, which acts as a lens to refract light and reflect images of more distant objects. Mirages can disorient travelers in the waste by obscuring landmarks or making distances seem shorter than they actually are.&lt;br /&gt;
One can reduce the effect of a mirage by getting to higher elevation, which minimizes the amount of refraction. Of course, this requires not only a place to climb (or a fly spell) but also the ability to recognize what you are looking at. An observer can make a DC 12 will save to disbelieve the apparent image. A character who suspects a mirage gets a +4 circumstance bonus on this save. Once the existence of a mirage is revealed, disbelief is automatic.&lt;br /&gt;
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==== Getting Lost ====&lt;br /&gt;
As discussed in Wilderness Adventures in Chapter 3 of the Dungeon Master’s Guide, adventurers might become lost when traversing various sorts of terrain. Refer to that chapter for more information regarding the chances and effects of becoming lost as well as regaining one&#039;s bearings,&lt;br /&gt;
Additionally, sandstorms, steam clouds, mirages, trackless lava flows, and glaring sand can easily confuse and disorient characters. Disorientation or even hallucinations from heatstroke can also cause a character to become lost.&lt;br /&gt;
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==== TABLE 1-6: SURVIVAL DC’s TO AVOID GETTINC LOST ====&lt;br /&gt;
Terrain	Survival Check DC&lt;br /&gt;
* Badlands 12&lt;br /&gt;
* Barren waste 12&lt;br /&gt;
* Evaporated sea 10&lt;br /&gt;
* Glass sea 15&lt;br /&gt;
* Petrified forest 17&lt;br /&gt;
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==== TABLE 1-7: SURVIVAL DC MODIFERS TO AVOID GETTINC LOST ====&lt;br /&gt;
Condition	Survival Check DC Modifier&lt;br /&gt;
* Duststorm +4&lt;br /&gt;
* Sandstorm +6&lt;br /&gt;
* Map -4&lt;br /&gt;
* Mist or steam	+2&lt;br /&gt;
* Heat shimmer +2&lt;br /&gt;
* Glare +2&lt;br /&gt;
* Mirage +4&lt;br /&gt;
* Trackless* +2&lt;br /&gt;
*See Overland Movement, page 164 of the Player&#039;s Handbook.&lt;br /&gt;
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==== Steam and Mist ====&lt;br /&gt;
Although the waste is usually dry, circumstances can combine to produce thick clouds of mist or even steam. Some creatures living in such regions adapt and become able recover the precious moisture from the atmosphere.&lt;br /&gt;
Deserts that border coastal areas do not themselves receive much precipitation, but when cooler, moist ocean air encounters the superheated air over the land, water condenses out into a thick mist. During the day, this mist is uncomfortably hot, while al night it is more tolerably warm until it is dispersed by strong winds that kick up as the land cools. In active volcanic regions, hot springs and fissures vent scalding stearn. Lava flowing into a body of water throws up huge clouds of hot mist, as well as showers of stone fragments and ash.&lt;br /&gt;
Areas of hot mist increase the effective temperature band by one (see Table 1-1, page 12), as humidity combines with high temperature to keep the body from cooling during the day and conversely moderates the cold of the desert night.&lt;br /&gt;
Steam erupting directly from a hot spring, lava flow, or other fiery source is much more dangerous, dealing 1d6 points of lethal damage per round to a creature within (no save). Such steam does cool rapidly in the air, however, and only deals such damage within a 30-foot radius of its fiery source. Beyond 30 feet from the source, the steam is just a warm mist.&lt;br /&gt;
Mist or steam obscures vision, providing concealment. If it contains dust, powdered salt, and similar noxious substances, mist also poses the risk of suffocation (see page 304 of the Dungeon Master’s Guide), Toxic vapors mixed with fog acts as an inhaled poison.&lt;br /&gt;
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=== SIDEBAR - MAGICAL DESSICATION DAMAGE ===&lt;br /&gt;
Sandstorm introduces desiccation damage, a new category of damage that spells, and in some cases, the attacks of creatures, can deal. Desiccation is not an energy type, but certain spells and effects can provide enhanced protection against desiccation damage. Plants and elemental creatures of the water subtype are especially vulnerable to desiccation damage, and they often take extra damage from such effects.&lt;br /&gt;
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Sometimes, but not always, spells that deal desiccation damage can render a victim dehydrated (a new condition; see above). Other spells and special abililles can render a creature dehydrated without dealing magical desiccation damage. Essentially, dealing magical desiccation damage does not automatically make a creature dehydrated, and becoming dehydrated does not mean a creature automatically lakes desiccation damage.&lt;br /&gt;
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The magical defenses against desiccation damage described in this book apply to the effects of the horrid willing spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111968</id>
		<title>DnD Desert Raiders Campaign Dehydration</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111968"/>
		<updated>2009-06-23T17:56:28Z</updated>

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=== DEHYDRATION ===&lt;br /&gt;
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As the body loses fluids, biological processes begin to break down. This leads to in pallor, shaking, nausea, and eventually, a complete collapse of the nervous system. Though dehydration can occur in any environment, the combination of high heat and low humidity typical in waste environments makes it an omnipresent threat there.&lt;br /&gt;
As noted on page 304 of the Dungeon Master&#039;s Guide, a character must consume 1 gallon of water per day to avoid dehydration. In particularly hot environments (Those above 90° F), characters need double the normal amount. The amount of water required to avoid dehydration increases by 1 gallon per temperature band higher than hot (so 3 gallons in severe heat, 4 in extreme heat, and so on). A creature can go without water for a number of hours equal to 24 + its Constitution score. After this lime, the creature must make a successful Constitution check each hour (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. In particularly hot environments (those above 90° F), the time a creature can go without water before making Constitution checks is reduced, as described on Table 1-4.&lt;br /&gt;
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==== Being Dehydrated ====&lt;br /&gt;
A lack of sufficient water can cause individuals to become dehydrated - a new condition described here.&lt;br /&gt;
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&#039;&#039;&#039;Dehydrated:&#039;&#039;&#039; Characters who bave taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions (such as those described in this book or on page 303 of rhe Dungeon Master&#039;s Guide), that damage instead becomes lethal damage.&lt;br /&gt;
A character who falls unconscious from nonlethal damage due to thirst begins to rake the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated (see below); not even magic that restores hit points heals this damage.&lt;br /&gt;
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==== Treating Dehydration ====&lt;br /&gt;
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A character who has taken nonlethal damage from lack of water must be treated with long-term care (see the Heal skill description, page 75 of the Players Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of water required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of water or from a hot environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means.&lt;br /&gt;
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Alternatively, certain spells can be used to rehydrate a character in place of the recovery time, water, and Heal check. The hydrate spell (see page 117) accomplishes this function, as does the heal spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations&amp;diff=111967</id>
		<title>DnD Desert Raiders Campaign Conditional Temperature Variations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations&amp;diff=111967"/>
		<updated>2009-06-23T17:56:06Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
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&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign Back to Main Page]&lt;br /&gt;
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=== Conditional Temperature Variations ===&lt;br /&gt;
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Temperatures can vary significantly with decreasing elevation or time of day. The presence of wind can also affect the relative heat and drying effect of a waste environment. A character might require no special precautions during the evening or at higher elevations, bur at noon or inside a deep caldera, otherwise tolerable conditions can become dangerously hot. Conversely, with the onset of night, the temperature in a desert can drop sharply, producing conditions of cold even in the most torrid latitudes. The most common factors that affect temperature are described below.&lt;br /&gt;
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==== Altitude ====&lt;br /&gt;
Regions that are comfortable at higher elevations can become very hot at lower levels. Some waste regions, particularly dry seabeds, are depressions in the surrounding landscape and might even be below sea level. The temperature increases by one band when descending from low peak or high pass elevations (5.000 feet to 15,000 feet) to hills. It increases by one additional band at extremely low elevation (200 feet or more below sea level). For example, a day of moderate heat at higher elevations is hot at medium elevation and becomes a climate of severe heat at the bottom of a dry salt lake.&lt;br /&gt;
In addition, moving deeper into the earth raises the ambient temperature as the pressure of surrounding rock increases. This increase is approximately 1° F per 75 feet of depth; this can be much faster if there is geothermic activity in the region (magma, hot springs, and so on).&lt;br /&gt;
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==== Night ====&lt;br /&gt;
When most people think of the desert, they conjure up visions of shimmering heat haze, sand, and blazing sun. These features do exist-during the day. At night, the clear, dry air allows the land to give up the day&#039;s heat with frightening rapidity. Within a few hours, the killing heat of the day is replaced by the chill of the night. It is quite possible to succumb to cold in the middle of the desert.&lt;br /&gt;
The temperature drop might be as much as three or even four temperature bands, and characters without adequate protection against cold run the risk of hypothermia (see Cold Dangers. page 302 of the Dungeon Master’s Guide, or consult the Frostburn accessory).&lt;br /&gt;
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==== Noon ====&lt;br /&gt;
In many climates, high noon (and a few hours afterward) is the hottest time of the day, as the sun shines directly onto the planet&#039;s surface. In the arid, cloudless environment of the waste, there is no barrier against the sun&#039;s blaze. Rocks can get hot enough to cook food or even produce first-degree burns.&lt;br /&gt;
In most places, temperatures rise by one band after sunrise, and sometime even by two bands by high noon. In the waste, this increase is more pronounced, with temperatures rising by three or even [our bands between the chill of night and the heat of midday.&lt;br /&gt;
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==== Wind ====&lt;br /&gt;
Although a cool breeze on the skin can be a blessing during [he day, many waste environments have winds that actually exacerbate the hot, dry conditions. A furnace blast blowing over a barren plain not only heats the air, it carries away precious moisture from the surface of the skin. If enough fluid is lost, the body responds by constricting surface blood vessels-which increases core body temperature and raises the risk of heatstroke. Winds that are hot or hotter, as well as strong or more powerful (see page 95 of the Dungeon Master&#039;s Guide), increase the effective temperature by one band.&lt;br /&gt;
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Suggestion for temperature variations in different terrain types;&lt;br /&gt;
[[image:DnD_-_Conditional_Temperature_Variations_v2.jpg|left|500px]]&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111966</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111966"/>
		<updated>2009-06-23T17:55:45Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
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== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
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==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
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[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
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Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
==== Treating Heatstroke ====&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection against Heat ===&lt;br /&gt;
Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon&#039;s breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item&#039;s +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment.&lt;br /&gt;
&lt;br /&gt;
To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-2: BASE PROTECTION LEVEL AGAINST HEAT ====&lt;br /&gt;
* 0 Creature with no heat adaptations.&lt;br /&gt;
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin&lt;br /&gt;
* 1 Monsters native to hot climates&lt;br /&gt;
* 2 Desert animal or vermin&lt;br /&gt;
* 2 Monsters native to waste terrain&lt;br /&gt;
* 3 Creatures with endure elements spell or effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Endurance Feat:&#039;&#039;&#039; Creatures with the Heat Endurance feat (see page 50).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nondesert Cold-Blooded Animal or Vermin:&#039;&#039;&#039; Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Hot Climates:&#039;&#039;&#039; Creatures whose Environment entry mentions warm climate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Animal or Vermin:&#039;&#039;&#039; Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Waste Terrain:&#039;&#039;&#039; Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endure Elements:&#039;&#039;&#039; Creatures currently protected by an endure elements spell or similar effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION ====&lt;br /&gt;
* 0 No special equipment&lt;br /&gt;
* +1 Armorbright&lt;br /&gt;
* +1 Desert outfit&lt;br /&gt;
* +1 Keepcool salve&lt;br /&gt;
* +2 Hydration suit&lt;br /&gt;
* +3 Improvised shelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armorbright:&#039;&#039;&#039; This special alchemical item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Desert Outfit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Keepcool Salve:&#039;&#039;&#039; This special alchemical item is described on page 102 of this book.&lt;br /&gt;
&#039;&#039;&#039;Hydration suit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Improvised Shelter:&#039;&#039;&#039; This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.&lt;br /&gt;
&lt;br /&gt;
==== Resistance to Fire ====&lt;br /&gt;
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
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		<title>DnD Desert Raiders Campaign Natural Hazards</title>
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&lt;div&gt;=== SAND AND WIND ===&lt;br /&gt;
Winds in The waste can be violem or even deadly. Worse still, winds laden with grit-whether volcanic ash, sand, blowing soil, dust, powdered charcoal or bone, or even tiny chips of precious gems-pose a variety of hazards,&lt;br /&gt;
More information about the hazards in this section, including durations of typical storms, can be found on pages 93-95 of the Dungeon Master&#039;s Guide, If Ihe needs of the campaign dictate it, the DM can decide that a storm in the Waste lasts for even longer than the normal maximum time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sandstorms ====&lt;br /&gt;
Severe and stronger winds pose a far graver danger than winds of equal velocity within landscapes that support a ground covering of grasses. sedges, and other terrain features that preclude instantaneous erosion. In waste areas covered by sand, loose earth, or grit, high winds are always accompanied by dustscorms or sands storms. The stronger the wind is in such regions, the more severe the effect.&lt;br /&gt;
Contrary to popular belief, nonmagic duscstorms and sandstorms do not bury people alive. The accumulation does not occur so quickly as to prevent escape or digging, but a sandstorm can suffocate and kill victims by burying them under the accumulation. The heaps of debris left behind might be deep enough to cover small buildings, though, and the landscape is drastically reshaped after a major storm, which could remove landmarks and cause a party co become lost.&lt;br /&gt;
Table 1-5: Sandstorm and Wind Effects integrates the wind effects rules as presented in the Dungeon Master&#039;s Guide with complementary sandstorm effects rules, described here.&lt;br /&gt;
&#039;&#039;&#039;Duststorm:&#039;&#039;&#039; Duststorms arise in waste areas when the wind speed rises above 30 miles per hour. A duststorm blows fine grains of sand that reduce visibility, smother unprotected flames, and even choke protected flames, such as a lantern’s light (50% chance). A duststorm leaves behind a deposit of 1d6 inches of sand.&lt;br /&gt;
Visibility in a duststorm is reduced; so all creatures within a duststorm take a -2 penalty on Search and Spot checks.&lt;br /&gt;
&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Sandstorms arise in waste areas when che wind speed rises above 50 miles per hour. Sandstorms reduce visibility to brownout conditions (see below), smother unprotected flames, and choke protected flames, such as a lantern’s light (75% chance). Moreover, sandstorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A sandstorm leaves 2d3-1 feet of fine sand in its wake.&lt;br /&gt;
&#039;&#039;&#039;Brownout:&#039;&#039;&#039; Sandstorms create brownout conditions. Swirling grit obscures che horizon and makes it nearly impossible to get one&#039;s bearings. Any character in brownout conditions caused by a sandstorm takes a -4 penalty on Dexterity-based skill checks, as well as Search checks, Spot checks, and any other checks that rely on vision. These effects end when the character leaves the brownout area or enters a protected shelter.&lt;br /&gt;
&#039;&#039;&#039;Sandstorm, Flensing:&#039;&#039;&#039; Flensing sandstorms arise in waste areas when the wind speed rises above 74 miles per hour (flensing sandstorm conditions can also occur during a tornado in a waste setting). Flensing sandstorms reduce visibility to severe brownout conditions (see below), smother unprotected flames, and choke protected flames (100% chance). Moreover, flensing sandstorms deal 1d3 points of lethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A flensing sandstorm leaves 4d6 feet of sand in its wake.&lt;br /&gt;
&#039;&#039;&#039;Severe Brownout:&#039;&#039;&#039; Even more severe brownout conditions apply during a flensing sandstorm than during a regular sandstorm. Swirling grit obscures the horizon and makes it nearly impossible to get one&#039;s bearings. A character in brownout conditions caused by a flensing sandstorm takes a -6 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the character leaves the brownout area or enters a protected shelter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Whirlwinds ====&lt;br /&gt;
The baking ground of the waste heats air above it very quickly, producing spinning winds of varying intensity).&lt;br /&gt;
When the weather is clear, the rapidly rising hot air forms a dust devil. This resembles a tornado but is smaller and relatively weak, with winds rarely exceeding 60 miles per hour. Still, winds that reach severe or windstorm speed are strong enough to deal damage (see Table 3-24: Wind Effects, page 95 of the Dungeon Master&#039;s Guide). At ground level, visibility is reduced to practically nothing, granting total concealment to creatures within.&lt;br /&gt;
A tornado is the most violent kind of mundane whirlwind, with winds that can exceed 200 miles per hour. It is very localized though - the widest tornado is less than a mile across, and most have a diameter of only a few hundred feet Tornadoes move relatively slowly across the landscape but can make sudden, erratic turns that are impossible to predict. They occur most often at the boundaries between waste environments and more temperate areas. A whirlwind spawned at the edge of a desert can move into the temperate region, or into the deep waste.&lt;br /&gt;
The most severe thunderstorms (roughly one in ten) also generate tornadoes. Even so, fewer than half of those whirlwinds pack winds above hurricane strength (75 to 174 miles per hour). For game purposes, assume one thunderstorm in twenty generates a tornado-force wind. In the heart of such a violent storm, visibility is reduced to zero (total concealment), and Spot, Search, and Listen checks are impossible, as are ranged weapon attacks, Refer to Storms, page 94 of the Dungeon Master&#039;s Guide for more information on these hazards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SIDEBAR - SUFFOCATION IN A SANDSTORM ====&lt;br /&gt;
Exposed characters might begin to choke if their noses and mouths are not covered. A sufficiently large cloth expertly worn (Survival DC 15) or a filter mask (see page 100) negates the effects of suffocation from dust and sand. An inexpertly worn cloth across the nose and mouth protects a character from the potential of suffocation for a number of rounds equal to 10x her Constitution score. An unprotected character faces potential suffocation after a number rounds equal to twice her Constitution score. Once the grace period ends, the character must make a successful Constitution check (DC 10, +1 per previous check) each round or begin suffocating on the encroaching sand. In the first round after suffocation begins, the character falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sand Dunes ====&lt;br /&gt;
Most people immediately think of sand dunes when they imagine a desert, but in fact many kinds of waste have no dunes at all. Winds carry away soil, sand, and even light pebbles, leaving behind a thin &amp;quot;pavement&amp;quot; of larger stones. Dried lake beds are plains of cracked mud crusted with salt. Lava flows cover the land with humped, rough stone. Still, hardy grasses and undergrowth do exist in some parts of the waste, catching grains of sand and holding them in place long enough for immense “waves&amp;quot; to grow.&lt;br /&gt;
Sand dunes are wandering things, although the mundane variety travels no more than a couple of hundred feet in a year. This is enough to eventually overrun farmland and choke out forests, but it is not an immediate hazard to roost creatures. However, the constant action of wind on sand produces potentially hazardous situations.&lt;br /&gt;
&#039;&#039;&#039;Collapse:&#039;&#039;&#039; A sand dune has a long, shallow back slope shaped by the wind and a sharp leading edge with a steep drop on the lee side. This edge is precarious, with the pull of gravity just balanced by the tendency of sand grains to stick together. Coarser sand or lighter gravity produces higher and steeper dunes, while fine grains or heavier gravity produces low dunes with gentler slopes. However, the wind can swiftly shift the balance, blowing sand off the edge and triggering a sudden collapse. A collapsing dune is every bit as dangerous as an avalanche and follows the same rules (as described on page 90 of the Dungeon Master’s Guide).&lt;br /&gt;
&#039;&#039;&#039;Blowout:&#039;&#039;&#039; A change in wind direction can produce a blowout, hollowing out the center of a dune and leaving a large cavity. This cavity is not always visible, and a thin layer of safe-looking sand might cover a vast tomb that swallows people and animals without a trace. The crust covering a blowout is too weak to support any creature larger than Tiny. Noticing a blowout requires a successful DC 10 Survival check; however, charging or running characters are not entitled to a check. Characters enveloped by the sand begin to take damage and suffocate as though trapped by an avalanche. A blowout hides in one out of every one hundred sand dunes (1% chance).&lt;br /&gt;
Sand dunes that have been stabilized by grasses or shrubby trees are much less likely to collapse. Still, even such a place can hide a blowout if the undergrowth in the area is thin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Quicksand ====&lt;br /&gt;
Quicksand can’t occur without water. Saturated sand is surrounded and buoyed up by the surrounding liquid, forming a suspension that unwary travelers can mistake for normal sand. While an oasis or the edge of a salt lake might contain the conditions for quicksand to occur, it is not likely - and there is no chance of encountering quicksand in the dry waste. Supernatural hazards, though, such as slipsand (see page 25), are sometimes mistakenly referred to as &amp;quot;quicksand,&amp;quot; and such places give rise to terrible stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sand Travel ====&lt;br /&gt;
Fields of deep sand can impede the movement of creatures that cannot fly, float, or otherwise stay off the ground when traveling. Most creatures do not automatically sink all the way into deep sand. A hard crust of dried mud or salt can make the surface hard enough to support some weight. Sand that has been stabilized by desert growth is generally safe to walk on.&lt;br /&gt;
The following new terrain features are provided ro supplement those found under Desert Terrain on page 91 of the Dungeon Master’s Guide.&lt;br /&gt;
Shallow Sand: Shallow sand is much more common in desert areas than deep sand. Areas covered by this terrain feature have a layer of loose sand about 1 foot deep. It costs 2 squares of movement co move into a square with shallow sand, and the DC of Tumble checks in such a square increases by 2.&lt;br /&gt;
Deep Sand: Deep sand is most often found in deep deserts near areas of rolling dunes and fierce storms. Many creatures unfamiliar with desert terrain mistake deep sand for quicksand, although deep sand is not nearly as deadly. Areas covered by this terrain feature have a layer of loose sand up to 3 feet deep. It costs Medium or larger creatures 3 squares of movement to move into a square with deep sand. It costs Small or smaller creatures 4 squares of movement to move into a square with deep sand. Tumbling is impossible in deep sand.&lt;br /&gt;
Sand Crust: A sand crust appears as normal solid ground. Usually formed from a hardened crust of dried mud or salt, sand crusts sometimes cover areas of shallow sand (or, very rarely, deep sand). If a creature weighing more than 100 pounds (including equipment carried) enters a square covered with a sand crust, it breaks through to the sand below. The creature treats the square as shallow sand or deep sand, whichever lies below that square of sand crust, and it must deal with the effects of the sand on movement as described above. Creatures moving through an area of sand crust leave a trail in their wake, turning the sand cruse they pass through into shallow sand or deep sand squares as applicable. Creatures weighing 100 pounds or less can treat sand crust as normal terrain.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== SUN DANGERS ===&lt;br /&gt;
In the clear, dry air of the waste, nothing blocks the sun&#039;s rays, which can pose dangers of their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Glare ====&lt;br /&gt;
The sun can be extremely dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similarly light-colored material reflect the sun&#039;s glare into the eyes even when not looked at directly. Sun glare is doubly dangerous during winter months, when the sun is low on the horizon and thus difficult to avoid looking at.&lt;br /&gt;
Characters traveling in such conditions must cover their eyes with a veil, dark lenses, or a similar eye covering. Those whose eyes are unprotected in such conditions are automatically dazzled. Such characters take a -1 penalty on attack rolls, Search checks, and Spot checks. These penalties are doubled for creatures that have light sensitivity (such as drow or orcs). Characters who take the precaution of covering or shielding their eyes automatically eliminate the risk of being dazzled by sun glare and take no penalties.&lt;br /&gt;
Glare-induced blindness lasts as long as characters remain in an area of sun glare and for td4 hours thereafter, or for 1 hour thereafter if the character enters a shadowed or enclosed area. The dazzling effect of sun glare can be negated by a remove blindness spell, but an unprotected character still in an area of sun glare immediately becomes dazzled again when the spell&#039;s duration expires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sunburn ====&lt;br /&gt;
Sunburn is a serious hazard when traveling in the waste. A mild sunburn is merely distracting, but more severe burns can be life-threatening.&lt;br /&gt;
Avoiding sunburn requires covering up exposed skin, wearing hats or robes, or carrying a parasol. Protective lotions also keep the skin safe, and beings native to torrid climates have developed dark skin pigmentation to protect against the sun. Of course, wearing heavy clothing carries its own risks (increasing the likelihood of succumbing to heatstroke), and sunlight reflected from light-colored surfaces can still reach beneath a hat or shade.&lt;br /&gt;
Characters who take even minimal care to protect their skin from direct sunlight (a hat, a cloak, or other body-covering garment will do) are not subject to sunburn. Wearing the desert outfit described on page 101 is sufficient to prevent sunburn, In addition, several other items described in Chapter 4 can protect against the effects of sunburn.&lt;br /&gt;
If a character is caught out in the sun and completely unprotected, serious consequences can result, After 3 hours of such exposure, the character is mildly sunburned and takes 1 point of nonlethal damage. After 3 hours more exposure, the character develops severe sunburn and immediately takes 2d6 points of nonlethal damage and a -2 penalty on Fortitude saves to avoid damage or fatigue from heat dangers until the nonlethal damage is healed.&lt;br /&gt;
Characters or creatures with naturally dark (or tanned) skin pigmentation are naturally resistant to sunburn. Such individuals can remain in the sun unprotected for 6 hours before becoming mildly sunburned, and for 12 hours before becoming severely sunburned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OTHER DANGERS ===&lt;br /&gt;
Even without the threat of dehydration, heatstroke, or sandstorms, waste terrain can be deadly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flash Floods ====&lt;br /&gt;
Storms or spring runoff from nearby mountains can send deadly walls of water through ravines or along low desert gullies. A flash flood can suddenly raise the water level of an area, filling a dry gulch to the top of its walls. A flood raises the water level by 1d10+10 feet within a matter of minutes. Water washes through affected squares, traveling at a speed of 60 feet or more, unless impeded by slopes or solid barriers. Treat a flash flood as stormy water (Swim DC 20 to avoid being swept away). An additional DC 20 Swim check is required each round to keep the head above water. Characters who stay below the surface might drown (as described on page 304 of the Dungeon Master&#039;s Guide), See Aquatic Terrain, page 92 of The Dungeon Master’s Guide, for more about the effects of being swept away.&lt;br /&gt;
Along with the hazards of fast-flowing water, the flow uproots trees and rolls enormous boulders with deadly impact. Characters struck by a wall of water during a flash flood must make a successful DC 15 Reflex save or take 3d6 points of bludgeoning damage. A flash flood passes through an area in 3d4 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mirages ====&lt;br /&gt;
As air heats up over the desert floor, shimmering convection currents appear. These currents blur and distort features behind them and can even produce optical illusions called mirages. A mirage is formed at the boundary between hot air at ground level and a cooler layer higher up, which acts as a lens to refract light and reflect images of more distant objects. Mirages can disorient travelers in the waste by obscuring landmarks or making distances seem shorter than they actually are.&lt;br /&gt;
One can reduce the effect of a mirage by getting to higher elevation, which minimizes the amount of refraction. Of course, this requires not only a place to climb (or a fly spell) but also the ability to recognize what you are looking at. An observer can make a DC 12 will save to disbelieve the apparent image. A character who suspects a mirage gets a +4 circumstance bonus on this save. Once the existence of a mirage is revealed, disbelief is automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Getting Lost ====&lt;br /&gt;
As discussed in Wilderness Adventures in Chapter 3 of the Dungeon Master’s Guide, adventurers might become lost when traversing various sorts of terrain. Refer to that chapter for more information regarding the chances and effects of becoming lost as well as regaining one&#039;s bearings,&lt;br /&gt;
Additionally, sandstorms, steam clouds, mirages, trackless lava flows, and glaring sand can easily confuse and disorient characters. Disorientation or even hallucinations from heatstroke can also cause a character to become lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-6: SURVIVAL DC’s TO AVOID GETTINC LOST ====&lt;br /&gt;
Terrain	Survival Check DC&lt;br /&gt;
* Badlands 12&lt;br /&gt;
* Barren waste 12&lt;br /&gt;
* Evaporated sea 10&lt;br /&gt;
* Glass sea 15&lt;br /&gt;
* Petrified forest 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-7: SURVIVAL DC MODIFERS TO AVOID GETTINC LOST ====&lt;br /&gt;
Condition	Survival Check DC Modifier&lt;br /&gt;
* Duststorm +4&lt;br /&gt;
* Sandstorm +6&lt;br /&gt;
* Map -4&lt;br /&gt;
* Mist or steam	+2&lt;br /&gt;
* Heat shimmer +2&lt;br /&gt;
* Glare +2&lt;br /&gt;
* Mirage +4&lt;br /&gt;
* Trackless* +2&lt;br /&gt;
*See Overland Movement, page 164 of the Player&#039;s Handbook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Steam and Mist ====&lt;br /&gt;
Although the waste is usually dry, circumstances can combine to produce thick clouds of mist or even steam. Some creatures living in such regions adapt and become able recover the precious moisture from the atmosphere.&lt;br /&gt;
Deserts that border coastal areas do not themselves receive much precipitation, but when cooler, moist ocean air encounters the superheated air over the land, water condenses out into a thick mist. During the day, this mist is uncomfortably hot, while al night it is more tolerably warm until it is dispersed by strong winds that kick up as the land cools. In active volcanic regions, hot springs and fissures vent scalding stearn. Lava flowing into a body of water throws up huge clouds of hot mist, as well as showers of stone fragments and ash.&lt;br /&gt;
Areas of hot mist increase the effective temperature band by one (see Table 1-1, page 12), as humidity combines with high temperature to keep the body from cooling during the day and conversely moderates the cold of the desert night.&lt;br /&gt;
Steam erupting directly from a hot spring, lava flow, or other fiery source is much more dangerous, dealing 1d6 points of lethal damage per round to a creature within (no save). Such steam does cool rapidly in the air, however, and only deals such damage within a 30-foot radius of its fiery source. Beyond 30 feet from the source, the steam is just a warm mist.&lt;br /&gt;
Mist or steam obscures vision, providing concealment. If it contains dust, powdered salt, and similar noxious substances, mist also poses the risk of suffocation (see page 304 of the Dungeon Master’s Guide), Toxic vapors mixed with fog acts as an inhaled poison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SIDEBAR - MAGICAL DESSICATION DAMAGE ===&lt;br /&gt;
Sandstorm introduces desiccation damage, a new category of damage that spells, and in some cases, the attacks of creatures, can deal. Desiccation is not an energy type, but certain spells and effects can provide enhanced protection against desiccation damage. Plants and elemental creatures of the water subtype are especially vulnerable to desiccation damage, and they often take extra damage from such effects.&lt;br /&gt;
&lt;br /&gt;
Sometimes, but not always, spells that deal desiccation damage can render a victim dehydrated (a new condition; see above). Other spells and special abililles can render a creature dehydrated without dealing magical desiccation damage. Essentially, dealing magical desiccation damage does not automatically make a creature dehydrated, and becoming dehydrated does not mean a creature automatically lakes desiccation damage.&lt;br /&gt;
&lt;br /&gt;
The magical defenses against desiccation damage described in this book apply to the effects of the horrid willing spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111960</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111960"/>
		<updated>2009-06-23T17:01:20Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
==== Treating Heatstroke ====&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection against Heat ===&lt;br /&gt;
Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon&#039;s breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item&#039;s +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment.&lt;br /&gt;
&lt;br /&gt;
To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-2: BASE PROTECTION LEVEL AGAINST HEAT ====&lt;br /&gt;
* 0 Creature with no heat adaptations.&lt;br /&gt;
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin&lt;br /&gt;
* 1 Monsters native to hot climates&lt;br /&gt;
* 2 Desert animal or vermin&lt;br /&gt;
* 2 Monsters native to waste terrain&lt;br /&gt;
* 3 Creatures with endure elements spell or effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Endurance Feat:&#039;&#039;&#039; Creatures with the Heat Endurance feat (see page 50).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nondesert Cold-Blooded Animal or Vermin:&#039;&#039;&#039; Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Hot Climates:&#039;&#039;&#039; Creatures whose Environment entry mentions warm climate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desert Animal or Vermin:&#039;&#039;&#039; Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters Native to Waste Terrain:&#039;&#039;&#039; Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endure Elements:&#039;&#039;&#039; Creatures currently protected by an endure elements spell or similar effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION ====&lt;br /&gt;
* 0 No special equipment&lt;br /&gt;
* +1 Armorbright&lt;br /&gt;
* +1 Desert outfit&lt;br /&gt;
* +1 Keepcool salve&lt;br /&gt;
* +2 Hydration suit&lt;br /&gt;
* +3 Improvised shelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armorbright:&#039;&#039;&#039; This special alchemical item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Desert Outfit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Keepcool Salve:&#039;&#039;&#039; This special alchemical item is described on page 102 of this book.&lt;br /&gt;
&#039;&#039;&#039;Hydration suit:&#039;&#039;&#039; This special clothing item is described on page 101 of this book.&lt;br /&gt;
&#039;&#039;&#039;Improvised Shelter:&#039;&#039;&#039; This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.&lt;br /&gt;
&lt;br /&gt;
==== Resistance to Fire ====&lt;br /&gt;
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111959</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111959"/>
		<updated>2009-06-23T16:56:38Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Dehydration Dehydration]&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
&lt;br /&gt;
[[Still active?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111958</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111958"/>
		<updated>2009-06-23T16:56:17Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Dehydration Dehydration]&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
&lt;br /&gt;
[[Still active?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111957</id>
		<title>DnD Desert Raiders Campaign Dehydration</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Dehydration&amp;diff=111957"/>
		<updated>2009-06-23T16:55:47Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== DEHYDRATION ===&lt;br /&gt;
&lt;br /&gt;
As the body loses fluids, biological processes begin to break down. This leads to in pallor, shaking, nausea, and eventually, a complete collapse of the nervous system. Though dehydration can occur in any environment, the combination of high heat and low humidity typical in waste environments makes it an omnipresent threat there.&lt;br /&gt;
As noted on page 304 of the Dungeon Master&#039;s Guide, a character must consume 1 gallon of water per day to avoid dehydration. In particularly hot environments (Those above 90° F), characters need double the normal amount. The amount of water required to avoid dehydration increases by 1 gallon per temperature band higher than hot (so 3 gallons in severe heat, 4 in extreme heat, and so on). A creature can go without water for a number of hours equal to 24 + its Constitution score. After this lime, the creature must make a successful Constitution check each hour (DC 10, + 1 for each previous check) or take 1d6 points of nonlethal damage. In particularly hot environments (those above 90° F), the time a creature can go without water before making Constitution checks is reduced, as described on Table 1-4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_Dehydration_Times.jpg|left|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Being Dehydrated ====&lt;br /&gt;
A lack of sufficient water can cause individuals to become dehydrated - a new condition described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dehydrated:&#039;&#039;&#039; Characters who bave taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions (such as those described in this book or on page 303 of rhe Dungeon Master&#039;s Guide), that damage instead becomes lethal damage.&lt;br /&gt;
A character who falls unconscious from nonlethal damage due to thirst begins to rake the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated (see below); not even magic that restores hit points heals this damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Dehydration ====&lt;br /&gt;
&lt;br /&gt;
A character who has taken nonlethal damage from lack of water must be treated with long-term care (see the Heal skill description, page 75 of the Players Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of water required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of water or from a hot environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means.&lt;br /&gt;
&lt;br /&gt;
Alternatively, certain spells can be used to rehydrate a character in place of the recovery time, water, and Heal check. The hydrate spell (see page 117) accomplishes this function, as does the heal spell.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:DnD_Dehydration_Times.jpg&amp;diff=111956</id>
		<title>File:DnD Dehydration Times.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:DnD_Dehydration_Times.jpg&amp;diff=111956"/>
		<updated>2009-06-23T16:48:03Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111954</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111954"/>
		<updated>2009-06-23T16:42:34Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Temperature Bands and Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
&lt;br /&gt;
[[Still active?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111953</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111953"/>
		<updated>2009-06-23T16:40:23Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Heat Dangers]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations Conditional Temperature Variations]&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
&lt;br /&gt;
[[Still active?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations&amp;diff=111952</id>
		<title>DnD Desert Raiders Campaign Conditional Temperature Variations</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Conditional_Temperature_Variations&amp;diff=111952"/>
		<updated>2009-06-23T16:39:26Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Conditional Temperature Variations ===&lt;br /&gt;
&lt;br /&gt;
Temperatures can vary significantly with decreasing elevation or time of day. The presence of wind can also affect the relative heat and drying effect of a waste environment. A character might require no special precautions during the evening or at higher elevations, bur at noon or inside a deep caldera, otherwise tolerable conditions can become dangerously hot. Conversely, with the onset of night, the temperature in a desert can drop sharply, producing conditions of cold even in the most torrid latitudes. The most common factors that affect temperature are described below.&lt;br /&gt;
&lt;br /&gt;
==== Altitude ====&lt;br /&gt;
Regions that are comfortable at higher elevations can become very hot at lower levels. Some waste regions, particularly dry seabeds, are depressions in the surrounding landscape and might even be below sea level. The temperature increases by one band when descending from low peak or high pass elevations (5.000 feet to 15,000 feet) to hills. It increases by one additional band at extremely low elevation (200 feet or more below sea level). For example, a day of moderate heat at higher elevations is hot at medium elevation and becomes a climate of severe heat at the bottom of a dry salt lake.&lt;br /&gt;
In addition, moving deeper into the earth raises the ambient temperature as the pressure of surrounding rock increases. This increase is approximately 1° F per 75 feet of depth; this can be much faster if there is geothermic activity in the region (magma, hot springs, and so on).&lt;br /&gt;
&lt;br /&gt;
==== Night ====&lt;br /&gt;
When most people think of the desert, they conjure up visions of shimmering heat haze, sand, and blazing sun. These features do exist-during the day. At night, the clear, dry air allows the land to give up the day&#039;s heat with frightening rapidity. Within a few hours, the killing heat of the day is replaced by the chill of the night. It is quite possible to succumb to cold in the middle of the desert.&lt;br /&gt;
The temperature drop might be as much as three or even four temperature bands, and characters without adequate protection against cold run the risk of hypothermia (see Cold Dangers. page 302 of the Dungeon Master’s Guide, or consult the Frostburn accessory).&lt;br /&gt;
&lt;br /&gt;
==== Noon ====&lt;br /&gt;
In many climates, high noon (and a few hours afterward) is the hottest time of the day, as the sun shines directly onto the planet&#039;s surface. In the arid, cloudless environment of the waste, there is no barrier against the sun&#039;s blaze. Rocks can get hot enough to cook food or even produce first-degree burns.&lt;br /&gt;
In most places, temperatures rise by one band after sunrise, and sometime even by two bands by high noon. In the waste, this increase is more pronounced, with temperatures rising by three or even [our bands between the chill of night and the heat of midday.&lt;br /&gt;
&lt;br /&gt;
==== Wind ====&lt;br /&gt;
Although a cool breeze on the skin can be a blessing during [he day, many waste environments have winds that actually exacerbate the hot, dry conditions. A furnace blast blowing over a barren plain not only heats the air, it carries away precious moisture from the surface of the skin. If enough fluid is lost, the body responds by constricting surface blood vessels-which increases core body temperature and raises the risk of heatstroke. Winds that are hot or hotter, as well as strong or more powerful (see page 95 of the Dungeon Master&#039;s Guide), increase the effective temperature by one band.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggestion for temperature variations in different terrain types;&lt;br /&gt;
[[image:DnD_-_Conditional_Temperature_Variations_v2.jpg|left|500px]]&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111951</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111951"/>
		<updated>2009-06-23T16:34:19Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sessions Log ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Desert Environment ====&lt;br /&gt;
&lt;br /&gt;
[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Heat_Dangers Summary of Heat Danger rules]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggestion for temperature variations in different terrain types;&lt;br /&gt;
[[image:DnD_-_Conditional_Temperature_Variations_v2.jpg|left|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
&lt;br /&gt;
Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
&lt;br /&gt;
Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
&lt;br /&gt;
NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
&lt;br /&gt;
[[Still active?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111950</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111950"/>
		<updated>2009-06-23T16:34:04Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
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[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
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Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Heatstroke ====&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111949</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111949"/>
		<updated>2009-06-23T16:33:52Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
&lt;br /&gt;
[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
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Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Heatstroke ====&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111948</id>
		<title>DnD Desert Raiders Campaign Heat Dangers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Heat_Dangers&amp;diff=111948"/>
		<updated>2009-06-23T16:29:58Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HEAT DANGERS ==&lt;br /&gt;
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.&lt;br /&gt;
&lt;br /&gt;
==== TABLE 1-1: TEMPERATURE BANDS ====&lt;br /&gt;
* -510 F or lower	- Unearthly cold&lt;br /&gt;
* -50° F 10 _21° F - Extreme cold&lt;br /&gt;
* -20° F to 0° F - Severe cold&lt;br /&gt;
* 1° F 10 40° F - Cold&lt;br /&gt;
* 41° F to 60° F - Moderate&lt;br /&gt;
* 61° F 10 90° F - Warm&lt;br /&gt;
* 91° F to 1100 F - Hot&lt;br /&gt;
* 111° F to 140° F - Severe heat&lt;br /&gt;
* 1410 F to 1800 F - Extreme heat&lt;br /&gt;
* 1810 F to 210° F - Unearthly heat&lt;br /&gt;
* 2110 F 01 higher - Burning heat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme hear, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.&lt;br /&gt;
&lt;br /&gt;
A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of the Player’s Handbook&lt;br /&gt;
&lt;br /&gt;
The levels of protection described here refer to a character&#039;s protective measures against heat (see Protection against Heat, page 14).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot:&#039;&#039;&#039; In this temperature band, unprotected characters must make successful Fortitude saving throws each hour&lt;br /&gt;
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.&lt;br /&gt;
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.&lt;br /&gt;
Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,&lt;br /&gt;
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extreme Heat:&#039;&#039;&#039; In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).&lt;br /&gt;
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Heat:&#039;&#039;&#039; In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of unearthly heat).&lt;br /&gt;
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Heat:&#039;&#039;&#039; At some point, increasing temperatures push past even unearthly heat and graduate to actual burning-when material objects catch fire spontaneously due to the heat. For instance, paper catches fire at 451° F (and dried-out skin catches fire at around the same temperature). Characters carrying fuel for their lamps or other combustibles discover that it catches fire at around 260° F. Water boils at approximately 212° F (depending on barometric pressure), and many potions or elixirs could quickly boil away to nothing somewhere near that temperature range.&lt;br /&gt;
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Treating Heatstroke ====&lt;br /&gt;
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111791</id>
		<title>DnD Desert Raiders Campaign You!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111791"/>
		<updated>2009-06-20T16:49:50Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
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&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;center&amp;gt;[[Image:DRC_You!.jpeg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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Binding,&amp;lt;br&amp;gt; &lt;br /&gt;
Unknown to the common world, binding to a vestige, it is considered an evil act. To a goblin however it’s the strongest bully in the playground and a good companion. &lt;br /&gt;
&lt;br /&gt;
I am called You! And have been binding with vestige since I can remember. Not that this means anything since I can hardly remember anything at all. I tried adopting a new name one in a while. But it doesn’t work if you’re the only one using it.&lt;br /&gt;
&lt;br /&gt;
All I knows is that every now and then a vestige goes a bit overboard and I ends up alone in a strange place. &lt;br /&gt;
&lt;br /&gt;
The last group I was with was a group of noble nomad desert goblins.&amp;lt;br&amp;gt; &lt;br /&gt;
It was said among the group that this was because that has been the way of their ancestors, it was not said that it was because larger creatures didn’t like goblins on their land. &lt;br /&gt;
&lt;br /&gt;
All went well till we raided a small dwarven settlement. They were a noble race and they had strange habits. One of these, to my dismay, was that they never attack without speaking their name. I feel like Aym was influencing me, but maybe it was just something I really needed to do. But every time a dwarf spoke his name I bowed to him and handed him a coin. This didn’t sit to well with either the goblins or the dwarfs and I woke up a while later in the ruins of the dwarven settlement. &lt;br /&gt;
&lt;br /&gt;
As I pull the goblin arrow out of my leg I see a quarry on the horizon. Being in dire need of food and water all the time I go there. The people of the quarry where so desperate for workers that they even hired an old-timer like myself. &lt;br /&gt;
&lt;br /&gt;
That night people came. The took all the attention to themselves as they raided the quarry. Something inside me just couldn’t allow that. This was probably Naberius, one of my protectors. So I jumped on top of some rocks and started to address the raiders at the top of my voice. &lt;br /&gt;
&lt;br /&gt;
Waking up I wonder if I have some nomadic blood myself, I seem to get around quite a bit. As I look to see what is biting my ear I spot a human child. “bring it on Destiny” is what I say to myself as I get up to check my surroundings. &lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
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== Sheet ==&lt;br /&gt;
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http://www.myth-weavers.com/sheetview.php?sheetid=133036&lt;br /&gt;
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.&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*Soul binding (su) (1 vestige)&lt;br /&gt;
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*Simple weapons proficiency&lt;br /&gt;
 &lt;br /&gt;
*Light armor proficiency&lt;br /&gt;
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.&lt;br /&gt;
== Vestige ==&lt;br /&gt;
&lt;br /&gt;
DC supernatural ability’s (10+1/2 effective binder level+ cha)	= 12&lt;br /&gt;
&lt;br /&gt;
Amon&lt;br /&gt;
Pack lvl 1 DC 20&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf’s body with a ram’s head and a serpent for a tai. His mouth is filled with sharp teeth, and fire escapes it when he speaks. &lt;br /&gt;
Sign: You grow a ram’s curling horns.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; Amon’s influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun and law he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such spell if one is allowed; failure allows you to gain the benefit. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; you gain darkvision out to 60 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fire breath:&#039;&#039;&#039; you can vomit forth a line of fire as a standard action. The line extends 10feet per effective binder level. (Maximum 50ft) and deasl 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save haves this damage. Once you have used this ability, you cannot do so again for 5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ram Attack:&#039;&#039;&#039; you can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deas 1d6 points of damage (plus 1-1/2 your strenght bonus). When you charge a foe with your ram attack, you can deal an extra 1d8 points of damage on a succesful hit. You cannot use this ability if you do not show Amon’s sign. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aym&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads – one ion, one a female dwarf’s and one a bull’s. Her powerfully muscled torso strains beneath the finery empress, and her fingers glitter with more than a dozen jeweled rings. In one hand she holds a red-hot, star-shaped branding iron and with the other she holds shut the lion head’s mouth. &lt;br /&gt;
Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn’t it roars and causes the bull’s head to low in terror making it impossible for her to hear.&amp;lt;br&amp;gt;   &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; While you host Aym you bear a star shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; under Aym’s influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039; Aym grants you powers that reflect her dwarven heritage and the ruin she brought to het kingdom. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Dwarven step:&#039;&#039;&#039; You can move normal speed (without the usual reduction) while wearing medium or heavy armor. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Helo of fire:&#039;&#039;&#039; At will you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless its using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you nor does it harm objects unless you will it to do so. &amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Improved sudder:&#039;&#039;&#039;  You gain the benefit of the improved sudder feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Medium armor proficiency:&#039;&#039;&#039; You are proficient with medium armor.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Resistance to fire:&#039;&#039;&#039; you have resistance to fire 10.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ruinous attack:&#039;&#039;&#039; your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leraje&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special requirement:&#039;&#039;&#039;  To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje’s name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Leraje appears before her summoner as though she had always been there, but camouflaged so well that she cannot be seen, First her dull eyes open , then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves her body takes shape against the background and her clothes and skin change color to reveal her as an elf archer dress in beautiful decorated green leather armor. Although she was clearly beautiful at some point, the ravages of some toxin or disease have made her hair limp, yellowed her eyes and teeth and made her skin pockmarked and shallow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; you look sickly and diseased, and your skin becomes sallow and pockmarked. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while influenced by Leraje you become quite and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including halfelves and members of the various elf subraces, such as drow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; You gain supernatural powers related to Leraje’s skills &lt;br /&gt;
In life as well as the ability to fire arrows that literally wound your target’s pride.&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Hide bonus:&#039;&#039;&#039; you gain a +4 competence bonus on hide checks.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Low-light vision:&#039;&#039;&#039; you gain low-light vision. If you already have it natural, you gain superior low-light vision and can see three times as far as your light source would normally illuminate.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Precise shot:&#039;&#039;&#039; You gain the benefit of the Precise Shot feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ricochot:&#039;&#039;&#039; As a standard action, you can make a single ranged attack against two adjusted targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally.  Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow and shortbow. If you were already proficient with any of these weapons you instead gain a +1 competence bonus on attack rolls with them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naberius&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special Requirement:&#039;&#039;&#039; Naberius values knowledge, industry and the willingness to deceive.  He manifest only for a summoner with at least 4 ranks in Bluff or in any knowledge or profession skill. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Naberius’s manifestation begins with a great squawking and flutter of feathers. Moment later, a black crane flier in an agitated fashion over the seal. Then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn’t eating at the moment.  Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and equent.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; your voice deepens and acquires gravelly, growling tone. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while you are influenced by Naberius. You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level to satisfy Naberius.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Disguise Self:&#039;&#039;&#039; you can alter the appearance of your form as a standard action. This effect works like the disguise self spell. &lt;br /&gt;
Fast Ability Healing: You heal 1 point in each damage ability score every round, and 1 point in all drained ability scores every hour. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Naberius’s Skills:&#039;&#039;&#039; At the time you make your pack, you can choose a number of skills equal to your Constitution bonus (if any). You choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. IF your constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly and they remain inaccessible to you until you make another pact with Naberius.  &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Persuasive Words:&#039;&#039;&#039; you can direct any verbal command at a single living target within 30ft as if using the command spell. A successful Will save negates the effect. When your effective bidner level reaches 14th, your words become even more presuasive and the ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Silver Toungue:&#039;&#039;&#039; you can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition you can make a rushed Diplomacy check as a standard action and take no penaltys. &lt;br /&gt;
(normally, a rushed Diplomacy check requires a full-round action and imposes a -10 pealty on the check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
Improved binding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;br /&gt;
&lt;br /&gt;
Looking around You! finds himself in a cart filled with human children. Feeling depressed and distracted he feels the presence of Dahlver-Nar in his mind. &lt;br /&gt;
&lt;br /&gt;
Looking around You! sees three other goblins among the children. “I guess the humans consider us children too” You! said to himself. Covered in desert rags it’s an easy mistake to make. &amp;lt;br&amp;gt; &lt;br /&gt;
As the other goblins start to wake up You! started with a quick insult followed by a loud scream that led his opponent dazed for a short moment. As You! looks around smug over his victory on the goblin, a ball flies out of nothing and hits You! hard in the face. He cuts the ball in pieces and looking around You! sees a girl smiling. True to the goblin tradition You! accepts this challenge of leadership. In two steps he is in frond of the girl and he hits her hard with the back of his sickle. &amp;lt;br&amp;gt; &lt;br /&gt;
He doesn’t want to cut her or the adults might get suspicious. &amp;lt;br&amp;gt; &lt;br /&gt;
The girl accepting her defeat cowers on the floor cowering. But this is no time to celebrate. You! seems to have fallen for the boys&#039; ambush, while he was focused on the girl three of them flanked him and tried to crush him to death. &amp;lt;br&amp;gt;  &lt;br /&gt;
You! heard another goblin shout some unknown word and the air elemental that was hovering nearby attacked one of the boys.  &lt;br /&gt;
The boy tried to flee and was hit hard by another goblin. Seeing the blood flying everywhere You! reversed the hold on his sickle and slashed the boy down to the ground. Another boy jumped out of the cart, it didn’t sound too good. The last boy lay on the floor, most likely feeling unhappy about fighting the other goblin and an elemental. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As You! hides under the hay he is sure that he can blame the whole mess on the others and pretend to be hiding here all along. That is until he saw the last of them jump out of the car and flee like goblins. &amp;lt;br&amp;gt; &lt;br /&gt;
Making up his mind he tried to get to another car, fell, and scrambled out to where the fallen boy lay. &amp;lt;br&amp;gt; &lt;br /&gt;
“if I cant hide, I better talk my way out of this” You! thinks while he runs. &amp;lt;br&amp;gt; &lt;br /&gt;
The humans, unlike You!&#039;s expectation didn’t think he was a human child, and only put him in the child cart because they thought he was harmless. &lt;br /&gt;
Trying to blame the fallen child on the boys You! was able to convince one of the humans. The other one was very unimpressed and attacked You!. &lt;br /&gt;
Hoping that he can get the human to follow the other goblins and allowing him a chance to escape he ran to where he last saw a goblin run to. &lt;br /&gt;
&lt;br /&gt;
One human left You! alone and focussed on another goblin called Trog. The other one was not losable, he ran after You! at full speed.&lt;br /&gt;
&lt;br /&gt;
A few yards away for the caravan, and possible reinforcements for the human You! stood his ground and bound the humans life force to his own. Maybe if the human got hurt every time he hit You! he would feel determent to hit the goblin. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Again You! was wrong. To make thing worse, Trog didn’t kill the other human but brought him to You! too. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Blades clang, flesh cut. &lt;br /&gt;
As You! woke up he was looking up on the old goblin Loak, he was holding the humans stick in his hand. &amp;lt;br&amp;gt; &lt;br /&gt;
Looking aroud You! saw that Trog was fighting a new group of humans. The two who had chased You! lay motionless on the ground. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Not liking the idea of wandering alone in the desert in his weakend state he decided to help Trog kill his enemies. He seems to be winning and you can never have enough bait for when we meet something stronger. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111790</id>
		<title>DnD Desert Raiders Campaign You!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111790"/>
		<updated>2009-06-20T16:46:36Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Day 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:DRC_You!.jpeg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binding,&amp;lt;br&amp;gt; &lt;br /&gt;
Unknown to the common world, binding to a vestige, it is considered an evil act. To a goblin however it’s the strongest bully in the playground and a good companion. &lt;br /&gt;
&lt;br /&gt;
I am called You! And have been binding with vestige since i can remember. Not that this means anything since i can hardly remember anything at all. I tried adopting a new name one in a while. But it doesn’t work if you’re the only one using it.&lt;br /&gt;
&lt;br /&gt;
All i knows is that every now and then a vestige goes a bit overboard and i ends up alone in a strange place. &lt;br /&gt;
&lt;br /&gt;
The last group i was with was a group of noble nomad desert goblins.&amp;lt;br&amp;gt; &lt;br /&gt;
It was said among the group that this was because that has been the way of their ancestors, it was not said that it was because larger creatures didn’t like goblins on their land. &lt;br /&gt;
&lt;br /&gt;
All went well till we raided a small dwarven settlement. They where a noble race and they had strange habits. One of the, to my dismay, was that they never attack without speaking there name. I feel like Aym was influencing me, but maybe it was just something I really needed to do. But every time a dwarf spoke his name I bowed to him and handed him a coin. This didn’t sit to well with eider the goblins or the dwarfs and I woke up a while later in the runes of the dwarven settlement. &lt;br /&gt;
&lt;br /&gt;
As I pull the goblin arrow out of my leg I see a quarry on the horizon. Being in dire need of food and water all the time I go there. The people of the quarry where so desperate for workers that they even hired an old-timer like myself. &lt;br /&gt;
&lt;br /&gt;
That night people came. The took all the attention to themselves as they raided the quarry. Something inside me just couldn’t allow that. This was probably Naberius, one of my protectors. So I jumped on top of some rocks and started to address the raiders on the top of my voice. &lt;br /&gt;
&lt;br /&gt;
Waking up I wonder if I have some nomadic blood myself, I seem to get around quite a bit. As I look to see what is biting my ear I spot a human child. “bring it on Destiny” is what I say to myself as I get up to check my surroundings. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=133036&lt;br /&gt;
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.&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*Soul binding (su) (1 vestige)&lt;br /&gt;
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*Simple weapons proficiency&lt;br /&gt;
 &lt;br /&gt;
*Light armor proficiency&lt;br /&gt;
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.&lt;br /&gt;
== Vestige ==&lt;br /&gt;
&lt;br /&gt;
DC supernatural ability’s (10+1/2 effective binder level+ cha)	= 12&lt;br /&gt;
&lt;br /&gt;
Amon&lt;br /&gt;
Pack lvl 1 DC 20&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf’s body with a ram’s head and a serpent for a tai. His mouth is filled with sharp teeth, and fire escapes it when he speaks. &lt;br /&gt;
Sign: You grow a ram’s curling horns.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; Amon’s influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun and law he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such spell if one is allowed; failure allows you to gain the benefit. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; you gain darkvision out to 60 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fire breath:&#039;&#039;&#039; you can vomit forth a line of fire as a standard action. The line extends 10feet per effective binder level. (Maximum 50ft) and deasl 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save haves this damage. Once you have used this ability, you cannot do so again for 5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ram Attack:&#039;&#039;&#039; you can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deas 1d6 points of damage (plus 1-1/2 your strenght bonus). When you charge a foe with your ram attack, you can deal an extra 1d8 points of damage on a succesful hit. You cannot use this ability if you do not show Amon’s sign. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aym&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads – one ion, one a female dwarf’s and one a bull’s. Her powerfully muscled torso strains beneath the finery empress, and her fingers glitter with more than a dozen jeweled rings. In one hand she holds a red-hot, star-shaped branding iron and with the other she holds shut the lion head’s mouth. &lt;br /&gt;
Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn’t it roars and causes the bull’s head to low in terror making it impossible for her to hear.&amp;lt;br&amp;gt;   &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; While you host Aym you bear a star shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; under Aym’s influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039; Aym grants you powers that reflect her dwarven heritage and the ruin she brought to het kingdom. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Dwarven step:&#039;&#039;&#039; You can move normal speed (without the usual reduction) while wearing medium or heavy armor. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Helo of fire:&#039;&#039;&#039; At will you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless its using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you nor does it harm objects unless you will it to do so. &amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Improved sudder:&#039;&#039;&#039;  You gain the benefit of the improved sudder feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Medium armor proficiency:&#039;&#039;&#039; You are proficient with medium armor.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Resistance to fire:&#039;&#039;&#039; you have resistance to fire 10.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ruinous attack:&#039;&#039;&#039; your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leraje&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special requirement:&#039;&#039;&#039;  To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje’s name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Leraje appears before her summoner as though she had always been there, but camouflaged so well that she cannot be seen, First her dull eyes open , then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves her body takes shape against the background and her clothes and skin change color to reveal her as an elf archer dress in beautiful decorated green leather armor. Although she was clearly beautiful at some point, the ravages of some toxin or disease have made her hair limp, yellowed her eyes and teeth and made her skin pockmarked and shallow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; you look sickly and diseased, and your skin becomes sallow and pockmarked. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while influenced by Leraje you become quite and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including halfelves and members of the various elf subraces, such as drow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; You gain supernatural powers related to Leraje’s skills &lt;br /&gt;
In life as well as the ability to fire arrows that literally wound your target’s pride.&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Hide bonus:&#039;&#039;&#039; you gain a +4 competence bonus on hide checks.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Low-light vision:&#039;&#039;&#039; you gain low-light vision. If you already have it natural, you gain superior low-light vision and can see three times as far as your light source would normally illuminate.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Precise shot:&#039;&#039;&#039; You gain the benefit of the Precise Shot feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ricochot:&#039;&#039;&#039; As a standard action, you can make a single ranged attack against two adjusted targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally.  Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow and shortbow. If you were already proficient with any of these weapons you instead gain a +1 competence bonus on attack rolls with them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naberius&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special Requirement:&#039;&#039;&#039; Naberius values knowledge, industry and the willingness to deceive.  He manifest only for a summoner with at least 4 ranks in Bluff or in any knowledge or profession skill. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Naberius’s manifestation begins with a great squawking and flutter of feathers. Moment later, a black crane flier in an agitated fashion over the seal. Then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn’t eating at the moment.  Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and equent.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; your voice deepens and acquires gravelly, growling tone. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while you are influenced by Naberius. You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level to satisfy Naberius.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Disguise Self:&#039;&#039;&#039; you can alter the appearance of your form as a standard action. This effect works like the disguise self spell. &lt;br /&gt;
Fast Ability Healing: You heal 1 point in each damage ability score every round, and 1 point in all drained ability scores every hour. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Naberius’s Skills:&#039;&#039;&#039; At the time you make your pack, you can choose a number of skills equal to your Constitution bonus (if any). You choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. IF your constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly and they remain inaccessible to you until you make another pact with Naberius.  &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Persuasive Words:&#039;&#039;&#039; you can direct any verbal command at a single living target within 30ft as if using the command spell. A successful Will save negates the effect. When your effective bidner level reaches 14th, your words become even more presuasive and the ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Silver Toungue:&#039;&#039;&#039; you can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition you can make a rushed Diplomacy check as a standard action and take no penaltys. &lt;br /&gt;
(normally, a rushed Diplomacy check requires a full-round action and imposes a -10 pealty on the check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
Improved binding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;br /&gt;
&lt;br /&gt;
Looking around You! finds himself in a cart filled with human children. Feeling depressed and distracted he feels the presence of Dahlver-Nar in his mind. &lt;br /&gt;
&lt;br /&gt;
Looking around You! sees three other goblins among the children. “I guess the humans consider us children too” You! said to himself. Covered in desert rags it’s an easy mistake to make. &amp;lt;br&amp;gt; &lt;br /&gt;
As the other goblins start to wake up You! started with a quick insult followed by a loud scream that led his opponent dazed for a short moment. As You! looks around smug over his victory on the goblin, a ball flies out of nothing and hits You! hard in the face. He cuts the ball in pieces and looking around You! sees a girl smiling. True to the goblin tradition You! accepts this challenge of leadership. In two steps he is in frond of the girl and he hits her hard with the back of his sickle. &amp;lt;br&amp;gt; &lt;br /&gt;
He doesn’t want to cut her or the adults might get suspicious. &amp;lt;br&amp;gt; &lt;br /&gt;
The girl accepting her defeat cowers on the floor cowering. But this is no time to celebrate. You! seems to have fallen for the boys&#039; ambush, while he was focused on the girl three of them flanked him and tried to crush him to death. &amp;lt;br&amp;gt;  &lt;br /&gt;
You! heard another goblin shout some unknown word and the air elemental that was hovering nearby attacked one of the boys.  &lt;br /&gt;
The boy tried to flee and was hit hard by another goblin. Seeing the blood flying everywhere You! reversed the hold on his sickle and slashed the boy down to the ground. Another boy jumped out of the cart, it didn’t sound too good. The last boy lay on the floor, most likely feeling unhappy about fighting the other goblin and an elemental. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As You! hides under the hay he is sure that he can blame the whole mess on the others and pretend to be hiding here all along. That is until he saw the last of them jump out of the car and flee like goblins. &amp;lt;br&amp;gt; &lt;br /&gt;
Making up his mind he tried to get to another car, fell, and scrambled out to where the fallen boy lay. &amp;lt;br&amp;gt; &lt;br /&gt;
“if I cant hide, I better talk my way out of this” You! thinks while he runs. &amp;lt;br&amp;gt; &lt;br /&gt;
The humans, unlike You!&#039;s expectation didn’t think he was a human child, and only put him in the child cart because they thought he was harmless. &lt;br /&gt;
Trying to blame the fallen child on the boys You! was able to convince one of the humans. The other one was very unimpressed and attacked You!. &lt;br /&gt;
Hoping that he can get the human to follow the other goblins and allowing him a chance to escape he ran to where he last saw a goblin run to. &lt;br /&gt;
&lt;br /&gt;
One human left You! alone and focussed on another goblin called Trog. The other one was not losable, he ran after You! at full speed.&lt;br /&gt;
&lt;br /&gt;
A few yards away for the caravan, and possible reinforcements for the human You! stood his ground and bound the humans life force to his own. Maybe if the human got hurt every time he hit You! he would feel determent to hit the goblin. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Again You! was wrong. To make thing worse, Trog didn’t kill the other human but brought him to You! too. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Blades clang, flesh cut. &lt;br /&gt;
As You! woke up he was looking up on the old goblin Loak, he was holding the humans stick in his hand. &amp;lt;br&amp;gt; &lt;br /&gt;
Looking aroud You! saw that Trog was fighting a new group of humans. The two who had chased You! lay motionless on the ground. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Not liking the idea of wandering alone in the desert in his weakend state he decided to help Trog kill his enemies. He seems to be winning and you can never have enough bait for when we meet something stronger. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111789</id>
		<title>DnD Desert Raiders Campaign You!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_You!&amp;diff=111789"/>
		<updated>2009-06-20T16:46:04Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Day 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;center&amp;gt;[[Image:DRC_You!.jpeg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binding,&amp;lt;br&amp;gt; &lt;br /&gt;
Unknown to the common world, binding to a vestige, it is considered an evil act. To a goblin however it’s the strongest bully in the playground and a good companion. &lt;br /&gt;
&lt;br /&gt;
I am called You! And have been binding with vestige since i can remember. Not that this means anything since i can hardly remember anything at all. I tried adopting a new name one in a while. But it doesn’t work if you’re the only one using it.&lt;br /&gt;
&lt;br /&gt;
All i knows is that every now and then a vestige goes a bit overboard and i ends up alone in a strange place. &lt;br /&gt;
&lt;br /&gt;
The last group i was with was a group of noble nomad desert goblins.&amp;lt;br&amp;gt; &lt;br /&gt;
It was said among the group that this was because that has been the way of their ancestors, it was not said that it was because larger creatures didn’t like goblins on their land. &lt;br /&gt;
&lt;br /&gt;
All went well till we raided a small dwarven settlement. They where a noble race and they had strange habits. One of the, to my dismay, was that they never attack without speaking there name. I feel like Aym was influencing me, but maybe it was just something I really needed to do. But every time a dwarf spoke his name I bowed to him and handed him a coin. This didn’t sit to well with eider the goblins or the dwarfs and I woke up a while later in the runes of the dwarven settlement. &lt;br /&gt;
&lt;br /&gt;
As I pull the goblin arrow out of my leg I see a quarry on the horizon. Being in dire need of food and water all the time I go there. The people of the quarry where so desperate for workers that they even hired an old-timer like myself. &lt;br /&gt;
&lt;br /&gt;
That night people came. The took all the attention to themselves as they raided the quarry. Something inside me just couldn’t allow that. This was probably Naberius, one of my protectors. So I jumped on top of some rocks and started to address the raiders on the top of my voice. &lt;br /&gt;
&lt;br /&gt;
Waking up I wonder if I have some nomadic blood myself, I seem to get around quite a bit. As I look to see what is biting my ear I spot a human child. “bring it on Destiny” is what I say to myself as I get up to check my surroundings. &lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
== Sheet ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=133036&lt;br /&gt;
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.&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*Soul binding (su) (1 vestige)&lt;br /&gt;
&lt;br /&gt;
*Simple weapons proficiency&lt;br /&gt;
 &lt;br /&gt;
*Light armor proficiency&lt;br /&gt;
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.&lt;br /&gt;
== Vestige ==&lt;br /&gt;
&lt;br /&gt;
DC supernatural ability’s (10+1/2 effective binder level+ cha)	= 12&lt;br /&gt;
&lt;br /&gt;
Amon&lt;br /&gt;
Pack lvl 1 DC 20&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf’s body with a ram’s head and a serpent for a tai. His mouth is filled with sharp teeth, and fire escapes it when he speaks. &lt;br /&gt;
Sign: You grow a ram’s curling horns.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; Amon’s influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun and law he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such spell if one is allowed; failure allows you to gain the benefit. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; you gain darkvision out to 60 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fire breath:&#039;&#039;&#039; you can vomit forth a line of fire as a standard action. The line extends 10feet per effective binder level. (Maximum 50ft) and deasl 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save haves this damage. Once you have used this ability, you cannot do so again for 5 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ram Attack:&#039;&#039;&#039; you can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deas 1d6 points of damage (plus 1-1/2 your strenght bonus). When you charge a foe with your ram attack, you can deal an extra 1d8 points of damage on a succesful hit. You cannot use this ability if you do not show Amon’s sign. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aym&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads – one ion, one a female dwarf’s and one a bull’s. Her powerfully muscled torso strains beneath the finery empress, and her fingers glitter with more than a dozen jeweled rings. In one hand she holds a red-hot, star-shaped branding iron and with the other she holds shut the lion head’s mouth. &lt;br /&gt;
Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn’t it roars and causes the bull’s head to low in terror making it impossible for her to hear.&amp;lt;br&amp;gt;   &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; While you host Aym you bear a star shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; under Aym’s influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Ability:&#039;&#039;&#039; Aym grants you powers that reflect her dwarven heritage and the ruin she brought to het kingdom. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Dwarven step:&#039;&#039;&#039; You can move normal speed (without the usual reduction) while wearing medium or heavy armor. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Helo of fire:&#039;&#039;&#039; At will you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless its using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you nor does it harm objects unless you will it to do so. &amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Improved sudder:&#039;&#039;&#039;  You gain the benefit of the improved sudder feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Medium armor proficiency:&#039;&#039;&#039; You are proficient with medium armor.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Resistance to fire:&#039;&#039;&#039; you have resistance to fire 10.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ruinous attack:&#039;&#039;&#039; your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction. &lt;br /&gt;
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&lt;br /&gt;
Leraje&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special requirement:&#039;&#039;&#039;  To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje’s name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Leraje appears before her summoner as though she had always been there, but camouflaged so well that she cannot be seen, First her dull eyes open , then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves her body takes shape against the background and her clothes and skin change color to reveal her as an elf archer dress in beautiful decorated green leather armor. Although she was clearly beautiful at some point, the ravages of some toxin or disease have made her hair limp, yellowed her eyes and teeth and made her skin pockmarked and shallow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; you look sickly and diseased, and your skin becomes sallow and pockmarked. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while influenced by Leraje you become quite and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including halfelves and members of the various elf subraces, such as drow. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; You gain supernatural powers related to Leraje’s skills &lt;br /&gt;
In life as well as the ability to fire arrows that literally wound your target’s pride.&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;Hide bonus:&#039;&#039;&#039; you gain a +4 competence bonus on hide checks.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Low-light vision:&#039;&#039;&#039; you gain low-light vision. If you already have it natural, you gain superior low-light vision and can see three times as far as your light source would normally illuminate.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Precise shot:&#039;&#039;&#039; You gain the benefit of the Precise Shot feat.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Ricochot:&#039;&#039;&#039; As a standard action, you can make a single ranged attack against two adjusted targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally.  Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow and shortbow. If you were already proficient with any of these weapons you instead gain a +1 competence bonus on attack rolls with them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naberius&lt;br /&gt;
Pack lvl 1 DC 15&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Special Requirement:&#039;&#039;&#039; Naberius values knowledge, industry and the willingness to deceive.  He manifest only for a summoner with at least 4 ranks in Bluff or in any knowledge or profession skill. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; Naberius’s manifestation begins with a great squawking and flutter of feathers. Moment later, a black crane flier in an agitated fashion over the seal. Then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn’t eating at the moment.  Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and equent.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Sign:&#039;&#039;&#039; your voice deepens and acquires gravelly, growling tone. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Influence:&#039;&#039;&#039; while you are influenced by Naberius. You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, a talking stick, or any other place or object designed to give a speaker the floor, Naberius requires that you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level to satisfy Naberius.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Granted Abilities:&#039;&#039;&#039; Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Disguise Self:&#039;&#039;&#039; you can alter the appearance of your form as a standard action. This effect works like the disguise self spell. &lt;br /&gt;
Fast Ability Healing: You heal 1 point in each damage ability score every round, and 1 point in all drained ability scores every hour. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Naberius’s Skills:&#039;&#039;&#039; At the time you make your pack, you can choose a number of skills equal to your Constitution bonus (if any). You choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. IF your constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly and they remain inaccessible to you until you make another pact with Naberius.  &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Persuasive Words:&#039;&#039;&#039; you can direct any verbal command at a single living target within 30ft as if using the command spell. A successful Will save negates the effect. When your effective bidner level reaches 14th, your words become even more presuasive and the ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Silver Toungue:&#039;&#039;&#039; you can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition you can make a rushed Diplomacy check as a standard action and take no penaltys. &lt;br /&gt;
(normally, a rushed Diplomacy check requires a full-round action and imposes a -10 pealty on the check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Feats ==&lt;br /&gt;
&lt;br /&gt;
Improved binding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;br /&gt;
&lt;br /&gt;
Looking around You! finds himself in a cart filled with human children. Feeling depressed and distracted he feels the presence of Dahlver-Nar in his mind. &lt;br /&gt;
&lt;br /&gt;
Looking around You! sees three other goblins among the children. “I guess the humans consider us children too” You! said to himself. Covered in desert rags it’s an easy mistake to make. &amp;lt;br&amp;gt; &lt;br /&gt;
As the other goblins start to wake up You! started with a quick insult followed by a loud scream that led his opponent dazed for a short moment. As You! looks around smug over his victory on the goblin, a ball flies out of nothing and hits You! hard in the face. He cuts the ball in pieces and looking around You! sees a girl smiling. True to the goblin tradition You! accepts this challenge of leadership. In two steps he is in frond of the girl and he hits her hard with the back of his sickle. &amp;lt;br&amp;gt; &lt;br /&gt;
He doesn’t want to cut her or the adults might get suspicious. &amp;lt;br&amp;gt; &lt;br /&gt;
The girl accepting her defeat cowers on the floor cowering. But this is no time to celebrate. You! seems to have fallen for the boys&#039; ambush, while he was focused on the girl three of them flanked him and tried to crush him to death. &amp;lt;br&amp;gt;  &lt;br /&gt;
You! heard another goblin shout some unknown word and the air elemental that was hovering nearby attacked one of the boys.  &lt;br /&gt;
The boy tried to flee and was hit hard by another goblin. Seeing the blood flying everywhere You! reversed the hold on his sickle and slashed the boy down to the ground. Another boy jumped out of the cart, it didn’t sound too good. The last boy lay on the floor, most likely feeling unhappy about fighting the other goblin and an elemental. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As You! hides under the hay he is sure that he can blame the whole mess on the others and pretend to be hiding here all along. That is until he saw the last of them jump out of the car and flee like goblins. &amp;lt;br&amp;gt; &lt;br /&gt;
Making up his mind he tried to get to another car, fell, and scrambled out to where the fallen boy lay. &amp;lt;br&amp;gt; &lt;br /&gt;
“if I cant hide, I better talk my way out of this” You! thinks while he runs. &amp;lt;br&amp;gt; &lt;br /&gt;
The humans, unlike You!&#039;s expectation didn’t think he was a human child, and only put him in the child cart because they thought he was harmless. &lt;br /&gt;
Trying to blame the fallen child on the boys You! was able to convince one of the humans. The other one was very unimpressed and attacked You!. &lt;br /&gt;
Hoping that he can get the human to follow the other goblins and allowing him a chance to escape he ran to where he last saw a goblin run to. &lt;br /&gt;
&lt;br /&gt;
One human left You! alone and focused on another goblin called Trog. The other one was not losable, he ran after You! at full speed.&lt;br /&gt;
&lt;br /&gt;
A few yards away for the caravan, and possible reinforcements for the human You! stood his ground and bound the humans life force to his own. Maybe if the human got hurt every time he hit You! he would feel determent to hit the goblin. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Again You! was wrong. To make thing worse, Trog didn’t kill the other human but brought him to You! too. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Blades clang, flesh cut. &lt;br /&gt;
As You! woke up he was looking up on the old goblin Loak, he was holding the humans stick in his hand. &amp;lt;br&amp;gt; &lt;br /&gt;
Looking aroud You! saw that Trog was fighting a new group of humans. The two who had chased You! lay motionless on the ground. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Not liking the idea of wandering alone in the desert in his weakend state he decided to help Trog kill his enemies. He seems to be winning and you can never have enough bait for when we meet something stronger. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=111712</id>
		<title>DnD Desert Raiders Campaign Loak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=111712"/>
		<updated>2009-06-18T21:21:13Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Class Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Loak the Wanderer ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Loak.jpg|left|500px]]&lt;br /&gt;
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== Background ==&lt;br /&gt;
An old, scrawny goblin, barely topping 3ft in height.&lt;br /&gt;
&lt;br /&gt;
His weatherbeaten features attest to life in harsh environments.&lt;br /&gt;
&lt;br /&gt;
Even so, he doesn&#039;t seem to be carrying much beyond his faded robes and a worndown walking staff.&lt;br /&gt;
&lt;br /&gt;
== Deity ==&lt;br /&gt;
Zoser is an unpredictable being whose heart rejoices in the wild dance of desert whirlwinds. Although he is not evil, he is heedless of the devastation his storms wreak. Dervishes are his most devoted followers, imitating his capricious might in their deadly little dances. Travelers in the waste also pay homage to Zoser in hopes that he pass them by.&lt;br /&gt;
&lt;br /&gt;
His symbol is a stylized drawing of a tornado. He most often appears as a towering whirlwind; dark with dust, in whose depths a vague humanoid outline can be seen. Sometimes he instead takes the form of a lone traveler, cloaked in sand-colored robes that flutter around him even when the air is calm.&lt;br /&gt;
&lt;br /&gt;
Temples to Zoser take the form of tall spires, usually natural pinnacles or buttes, with an open-air altar at the very tip. Priests scatter incense and colored dust on the wind while worshippers chant songs of praise and dance frenziedly – it is not uncommon for an overenthusiastic worshiper to fall off a spire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=132706&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[SSt 47] Desert Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sandstorm variant.&lt;br /&gt;
&lt;br /&gt;
Lvl 2 gain Sandskimmer, lose Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
Lvl 4 gain Heat Endurance, lose Resist Nature&#039;s Lure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[PHBII 39] Spontaneous Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1st&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
Ability to transform stored energy of spell to grant allies &#039;&#039;fast healing&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
Ability to spontaneously convert spells into &#039;&#039;summon nature&#039;s ally&#039;&#039; spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;[UA 58] Druid Simple Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
* Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)&lt;br /&gt;
* Fast movement (as monk)&lt;br /&gt;
* Favored enemy (as ranger)&lt;br /&gt;
* Swift tracker (as ranger)&lt;br /&gt;
* Track feat (as ranger).&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
&lt;br /&gt;
* Armor and shield proficiency&lt;br /&gt;
* Wild shape (all versions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.&lt;br /&gt;
&lt;br /&gt;
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger&#039;s experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CM 33] ELEMENTAL COMPANION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. &lt;br /&gt;
&lt;br /&gt;
Class: Druid. &lt;br /&gt;
&lt;br /&gt;
Level: 1st. &lt;br /&gt;
&lt;br /&gt;
Special Requirement: &lt;br /&gt;
Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; You do not gain an animal companion, nor do you gain wild empathy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the &lt;br /&gt;
language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). &lt;br /&gt;
Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. &lt;br /&gt;
At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.&lt;br /&gt;
&lt;br /&gt;
== Elemental Companion ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]]&lt;br /&gt;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Mastery (Ex):&#039;&#039;&#039; Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Su):&#039;&#039;&#039; The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.&lt;br /&gt;
&lt;br /&gt;
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.&lt;br /&gt;
&lt;br /&gt;
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Elemental&#039;&#039;&#039;&lt;br /&gt;
* Height	4 ft.		&lt;br /&gt;
* Weight 1 lb.&lt;br /&gt;
* WW Save DC 11&lt;br /&gt;
* WW Damage 1d4&lt;br /&gt;
* WW Height	10–20 ft.&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=111420</id>
		<title>DnD Desert Raiders Campaign Loak</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign_Loak&amp;diff=111420"/>
		<updated>2009-06-15T23:19:41Z</updated>

		<summary type="html">&lt;p&gt;Jinx: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign back]&lt;br /&gt;
&lt;br /&gt;
== Loak the Wanderer ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Loak.jpg|left|500px]]&lt;br /&gt;
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== Background ==&lt;br /&gt;
An old, scrawny goblin, barely topping 3ft in height.&lt;br /&gt;
&lt;br /&gt;
His weatherbeaten features attest to life in harsh environments.&lt;br /&gt;
&lt;br /&gt;
Even so, he doesn&#039;t seem to be carrying much beyond his faded robes and a worndown walking staff.&lt;br /&gt;
&lt;br /&gt;
== Deity ==&lt;br /&gt;
Zoser is an unpredictable being whose heart rejoices in the wild dance of desert whirlwinds. Although he is not evil, he is heedless of the devastation his storms wreak. Dervishes are his most devoted followers, imitating his capricious might in their deadly little dances. Travelers in the waste also pay homage to Zoser in hopes that he pass them by.&lt;br /&gt;
&lt;br /&gt;
His symbol is a stylized drawing of a tornado. He most often appears as a towering whirlwind; dark with dust, in whose depths a vague humanoid outline can be seen. Sometimes he instead takes the form of a lone traveler, cloaked in sand-colored robes that flutter around him even when the air is calm.&lt;br /&gt;
&lt;br /&gt;
Temples to Zoser take the form of tall spires, usually natural pinnacles or buttes, with an open-air altar at the very tip. Priests scatter incense and colored dust on the wind while worshippers chant songs of praise and dance frenziedly – it is not uncommon for an overenthusiastic worshiper to fall off a spire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
http://www.myth-weavers.com/sheetview.php?sheetid=132706&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Variants ==&lt;br /&gt;
&#039;&#039;&#039;[UA 58] Druid Simple Variant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
* Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC)&lt;br /&gt;
* Fast movement (as monk)&lt;br /&gt;
* Favored enemy (as ranger)&lt;br /&gt;
* Swift tracker (as ranger)&lt;br /&gt;
* Track feat (as ranger).&lt;br /&gt;
&lt;br /&gt;
Lose&lt;br /&gt;
&lt;br /&gt;
* Armor and shield proficiency&lt;br /&gt;
* Wild shape (all versions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[UA 65] FAVORED ENEMY VARIANT: FAVORED ENVIRONMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.&lt;br /&gt;
&lt;br /&gt;
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger&#039;s experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CM 33] ELEMENTAL COMPANION&#039;&#039;&#039;&lt;br /&gt;
Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. &lt;br /&gt;
&lt;br /&gt;
Class: Druid. &lt;br /&gt;
&lt;br /&gt;
Level: 1st. &lt;br /&gt;
&lt;br /&gt;
Special Requirement: &lt;br /&gt;
Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replaces:&#039;&#039;&#039; You do not gain an animal companion, nor do you gain wild empathy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the &lt;br /&gt;
language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). &lt;br /&gt;
Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. &lt;br /&gt;
At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elemental Companion ==&lt;br /&gt;
[[image:DnD_desert_campaign_-_Elemental_Companion.jpg|left|450px]]&lt;br /&gt;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Mastery (Ex):&#039;&#039;&#039; Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind (Su):&#039;&#039;&#039; The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.&lt;br /&gt;
&lt;br /&gt;
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.&lt;br /&gt;
&lt;br /&gt;
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.&lt;br /&gt;
&lt;br /&gt;
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.&lt;br /&gt;
&lt;br /&gt;
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.&lt;br /&gt;
&lt;br /&gt;
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.&lt;br /&gt;
&lt;br /&gt;
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Elemental&#039;&#039;&#039;&lt;br /&gt;
* Height	4 ft.		&lt;br /&gt;
* Weight 1 lb.&lt;br /&gt;
* WW Save DC 11&lt;br /&gt;
* WW Damage 1d4&lt;br /&gt;
* WW Height	10–20 ft.&lt;br /&gt;
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== Journal ==&lt;br /&gt;
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=== Day 1 ===&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111406</id>
		<title>DnD Desert Raiders Campaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD_Desert_Raiders_Campaign&amp;diff=111406"/>
		<updated>2009-06-15T18:07:25Z</updated>

		<summary type="html">&lt;p&gt;Jinx: &lt;/p&gt;
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&lt;div&gt;= DnD Desert Raiders Campaign =&lt;br /&gt;
[[image:DnD_-_Desert_campaign_-_City_of_Dead3.jpg|center|700px]]&lt;br /&gt;
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== Sessions Log ==&lt;br /&gt;
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[http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_DM_Notes DM Notes]&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Do not read as player between DM&#039;ing sessions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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==== 10/06/09 - Session I - Caravan Caper ====&lt;br /&gt;
&#039;&#039;Initial Notes&#039;&#039;&lt;br /&gt;
* Characters wake up in back of moving caravan cart.&lt;br /&gt;
* Last memory was being left for dead by raiders/bandits.&lt;br /&gt;
* Any prior acquaintances among party unknown at this point in time (no backstories yet)&lt;br /&gt;
* Couple of kids are also riding in the cart and before long a scuffle breaks out between a few members of both groups.&lt;br /&gt;
* Goblins involved actually manage to hold their own.&lt;br /&gt;
* One kid, bruised and screaming, stumbles out of the cart and goes down in an ungainly heap.&lt;br /&gt;
* This sufficiently alerts the remainder of the caravan, which pulls to a halt.&lt;br /&gt;
* Goblins flee like rats from cart, dodging and climbing to stay hidden.&lt;br /&gt;
* Some hide, some flee.&lt;br /&gt;
* Scattered melee ensues.&lt;br /&gt;
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== Player Characters ==&lt;br /&gt;
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* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Trog Trog]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_You! You!]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Loak Loak the Wanderer]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Raven Raven]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/DnD_Desert_Raiders_Campaign_Face Face]&lt;br /&gt;
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== NonPlayer Characters ==&lt;br /&gt;
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None yet.&lt;br /&gt;
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== Houserules ==&lt;br /&gt;
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==== Stat generation ====&lt;br /&gt;
* 4d6, drop lowest.&lt;br /&gt;
* No re-rolling of 1&#039;s.&lt;br /&gt;
* Roll two sets, pick one.&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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==== Desert Environment ====&lt;br /&gt;
Temperature Bands from Sandstorm and Frostburn books, updated with conversion to Celsius;&lt;br /&gt;
[[image:DnD_-_Temperature_Bands2.jpg|left|500px]]&lt;br /&gt;
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Suggestion for temperature variations in different terrain types;&lt;br /&gt;
[[image:DnD_-_Conditional_Temperature_Variations_v2.jpg|left|500px]]&lt;br /&gt;
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== Sources/References ==&lt;br /&gt;
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* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
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Basic editing options explained.&lt;br /&gt;
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* [http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features]&lt;br /&gt;
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Although most thematically suitable options will be included in Sandstorm, this is the complete list. &lt;br /&gt;
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* [http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedEnvironmentalVariants.html#desert-races Desert Goblins]&lt;br /&gt;
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Desert races receive racial feat: Heat Endurance. See Sandstorm for most recent version of this feat.&lt;br /&gt;
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NB: this is at the cost of darkvision to low-light vision.&lt;br /&gt;
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* [http://wiki.rpg.net/index.php/Dndtheancientwar DnD campaign - The ancient war]&lt;br /&gt;
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[[Still active?]]&lt;br /&gt;
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* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
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Useful stuff.&lt;/div&gt;</summary>
		<author><name>Jinx</name></author>
	</entry>
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