Environmental Hazard Table- Desert Locations

Other hazard tables:

Snow

desert

 

 

Roll 3d6- two of the same color (if you have that) and one you have designated as the “special” die.  Look at the result of the pair of dice and consult the Environmental Hazard Table- Snow.

If there is any doubles between the three dice, look at the number on the special die and consult the Extreme Environmental Hazard Table- Snow for the result.

 

 

Environment Hazard Table- Desert
Roll 2d6 Result Mechanics
2 High temperature Every hour that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  If in any metal armor, roll must be made every 30 minutes.  Threat of dehydration high.
3 Extreme heat Every 10 minutes that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  If in any metal armor, roll must be made every minute.  Threat of dehydration very high.
4 Sink holes Holes that are covered by sand  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 1d6 damage and a successful climb check to get out.
5 High wind Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.
6 High wind with biting sand Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.  Targets take 1 point of damage per minute that they are out in the wind.
7 Dust devils Dust devils whip up unexpectedly.  There is a 35% chance one will form around a character.  If a target is caught in a dust devil they take 1d4 damage, are blinded, and must make a Constitution check- failure means they are unable to breathe and coughing for 2d6 rounds.  A target can pass out if the number of rounds coughing is greater than their Constitution score.
8 Sandstorm A storm of sand and dust blanket the area.  Targets with protective goggles can see 5’ in front of them.  No goggles results in blindness.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 10 minutes or become fatigued.  Without a breather a target takes 1 point of Constitution damage per round until unconscious and then death.  Movement is reduced by ½ and a target must make an Intelligence check or become disorientated.
9 Sand dunes Must make a Dexterity roll to walk on a dune.  Failure means the target falls down the dune.  Moving across a done reduces movement by ¾.
10 Loose rocky terrain Movement is reduced by ¼.  1-in-6 chance of a mis-step and falling, resulting in 1d6 damage.  If a target states they walk carefully- movement is reduced by half and no chance of falling.
11 No forageable food or water The land is barren and dry in a 4 mile radius.  Chance of starvation or dying of thirst high without rations.
12 Deep sand Sand is up to waist height on medium creatures.  Movement for small creatures is reduced by ¾, medium by ½, and large by ¼.

 

Khamaseen

 

Extreme Environment Hazard Table- Desert
Roll 1d6 Result Mechanics
1 Khamaseen (massive sandstorm) A khamaseen is a massive sandstorm that is capable of burying an entire village in sand.  A khamaseen can stretch for mlies.  Targets with protective goggles can see 1’ in front of them.  No goggles results in blindness.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 1 minutes or become fatigued.  Without a breather a target takes 1d4 point of Constitution damage per round until unconscious and then death.  Movement is reduced by ¾ and a target must make an Intelligence check or become disorientated.  Every round the target takes 1d4 point of from the sand that is hitting their soft flesh. 

 

2 Deep sink holes Holes that are covered by sand.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 2d6 damage and a successful climb check (hard DC) to get out.
3 Lightning storm Static electricity builds up and then is released.  Lightning lances through the area.  There is a 2-in-6 chance a target is struck by a bolt.  Targets can make a Dexterity check to avoid.  A struck target takes 4d6 damage. 

One bolt of lightning strikes per round.  The storm lasts for 1d10 minutes before dissipating.

4 Deadly heat Every minute that a person is active high temperature, a Constitution save must be made to resist becoming fatigued.  Anyone wearing metal armor takes 1d4 Constitution damage per round until taken off.  Threat of dehydration extreme.
5 Firestorm The still air is suddenly ignited in a bizarre flash fire.  All targets take 6d6 damage (Dexterity save for half damage).  Flammable items are immediately ignited.
6 Sand/dust in air The air is thick with sand and dust.  If a target has a filter/breather mask they are able to breath, but must make Constitution checks every 10 minutes or become fatigued.  Without a breather a target takes 1 point of Constitution damage per round until unconscious and then death.

firestorm

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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