Editing DnD Desert Raiders Campaign Natural Hazards

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=== SAND AND WIND ===
 
=== SAND AND WIND ===
Winds in The waste can be violent 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,
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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,
 
More information about the hazards in this section, including durations of typical storms, can be found on pages 93-95 of the Dungeon Master'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.
 
More information about the hazards in this section, including durations of typical storms, can be found on pages 93-95 of the Dungeon Master'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.
  
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'''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.
 
'''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.
 
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.
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'''Sandstorm:''' 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.
'''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.
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'''Brownout:''' Sandstorms create brownout conditions. Swirling grit obscures che 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.
 
'''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.
 
'''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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==== Whirlwinds ====
 
==== Whirlwinds ====
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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.
 
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.
 
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's Guide for more information on these hazards.
 
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's Guide for more information on these hazards.
 
 
[[Image:DnD_-_Sandstorm_and_Wind_effects.jpg|left|700px]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
  
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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.
 
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.
 
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.
 
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.
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=== SUN DANGERS ===
 
=== SUN DANGERS ===
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* Mirage +4
 
* Mirage +4
 
* Trackless* +2
 
* Trackless* +2
-*See Overland Movement, page 164 of the Player's Handbook.
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*See Overland Movement, page 164 of the Player's Handbook.
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==== Steam and Mist ====
 
==== Steam and Mist ====

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