Editing DnD Desert Raiders Campaign Natural Hazards

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 2: Line 2:
  
 
=== 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,
+
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.
  
Line 92: Line 92:
 
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.
 +
 +
  
 
=== SUN DANGERS ===
 
=== SUN DANGERS ===

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)