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DnD Desert Raiders Campaign Natural Hazards
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==== Sandstorms ==== 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. 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. Table 1-5: Sandstorm and Wind Effects integrates the wind effects rules as presented in the Dungeon Master's Guide with complementary sandstorm effects rules, described here. '''Duststorm:''' 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. Visibility in a duststorm is reduced; so all creatures within a duststorm take a -2 penalty on Search and Spot checks. '''Sandstorm:''' Sandstorms arise in waste areas when the 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. '''Brownout:''' Sandstorms create brownout conditions. Swirling grit obscures the horizon and makes it nearly impossible to get one'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. '''Sandstorm, Flensing:''' 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. '''Severe Brownout:''' 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'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.
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