Supernatural Desert Hazards
Sandstorm presents a quite long list of supernatural hazards for D&D 3.5. Here's their re-imagining in GURPS ruleset.
WEATHER
Flamestorm: In
certain locations in the waste, magical fire falls from the sky like rain—a
phenomenon that waste-dwellers call a flamestorm. Flamestorms occur somewhat
more frequently than rainfall does in the desert, though they are hardly an
everyday occurrence.
Flamestorms are presaged by the
formation of dark clouds in the sky, which the uninitiated might mistake for
rain clouds (Survival (Desert) roll to determine that they are not). A Vision roll
reveals that the flashes of light in the clouds are more reddish-orange than
ordinary lightning.
The fiery raindrops produced by
flamestorms deal 1d-4 burning each second to every creature in the area. The
raindrops themselves are not magical, though the rain clouds that produce them
are.
The constant crackle and low roar of
the falling fire provides a –4 penalty on Hearing rolls.
A flamestorm generally lasts 5dx10 seconds.
Flaywind: The
terrible flaywind usually can only be encountered on Minethys, the third layer
of Carceri, but rarely can occur on its own on the Material Plane. The storm
typically lasts 1dx5 hours.
Everything caught in a flaywind
takes 1d-4 corrosion damage per second, as the wind abrades everything away. A barricade
or enclosed space is the only sure protection.
In general, creatures in an area about
to be struck by a flaywind are entitled to Survival (Desert) or Survival
(Carceri) rolls to detect the approaching danger 1 minute before it strikes.
This might not be enough time to get out of the storm’s path, but it could
provide an opportunity to seek shelter or make other preparations.
Furnace Wind:
In wastes of unearthly heat, the air itself is a lethal weapon. When the
furnace wind blows, any open water dries up and flammable materials ignite. A
furnace wind arises at midday, seemingly blowing from the sun itself. A typical
furnace wind lasts 10d seconds. It is never below 35 mph, and in addition to
the normal effects of such a strong wind, it deals burning damage, as given on
the following table.
Wind Speed (mph)
|
Effect
|
35-39
|
1d-5
burning damage per second
|
40-63
|
1d-4
burning damage per second
|
64-73
|
1d-3
burning damage per second
|
74-103
|
1d-2
burning damage per second
|
104+
|
1d-1
burning damage per second
|
In general, creatures in an area
about to be struck by furnace winds are entitled to Survival (Desert) rolls to
detect the approaching danger 1 minute before it strikes. This might not be
enough time to get out of the storm’s path, but it could provide an opportunity
to seek shelter or make other preparations.
Necrotic Flaywind: When a flaywind (see above) arises in an area of black sand (see below),
the storm is known as a necrotic flay wind. A creature killed by such a storm
is reduced to bone, which the negative energy of the black sand then animates
into a skeleton.
In general, creatures in an area about
to be struck by a flaywind are entitled to Survival (Desert) or Survival
(Carceri) rolls to detect the approaching danger 1 minute before it strikes.
This might not be enough time to get out of the storm’s path, but it could
provide an opportunity to seek shelter or make other preparations.
TERRAIN
Black Sand: Black
sand is infused with shadowstuff and negative energy. A region of black sand
literally swallows light; magical darkness rises to a height of 6 yards over
the surface. Nothing short of a Flash spell can disperse this darkness, and even
then only for a period of 1d hours. In addition, creatures that come in contact
with the sand take 1 point of toxic damage per second from negative energy.
Upon reaching -1xHP, they crumble and join the black sand.
Devil Dune: The
fastest dunes advance only a couple hundred feet each year, but dunes made of
sand under the influence of unearthly winds or particles of unusually fine
material (such as ground bone or glass) might move many times faster. A “racing
dune” is a mountain of grit that travels at least 1 foot per hour—often faster.
It can choke an entire city in days, fill up precious waterways, and even
smother sleeping creatures. These dunes, threatening as they are, pale in
comparison with devil dunes.
Certain sand dunes seem to resent
the disturbance caused by the passage of mortal feet across their surfaces, and
seek to exact a grim vengeance for the presumption. These devil dunes move
under their own magical power, rolling like great waves of sand as they pursue
those who trespass against them.
Devil dunes measure 30 yards long, 15
yards wide and 12 yards high. They move at Move 3, as though blown by a
powerful yet undetectable wind. They relentlessly pursue trespassers to the
very edge of the waste—the limit of their domain. As long as their prey travels
upon the sands, devil dunes always know where to find it.
Devil dunes kill by enveloping their
prey and suffocating it. When any part of a devil dune enters a square containing
its quarry, the creature is allowed a DX roll. If the roll fails, the quarry is
buried. Buried creatures must hold breath or begin to suffocate.
A devil dune seems almost like a
living creature, except that no amount of ordinary damage can stop it. An Earthquake spell breaks apart a devil dune,
which takes weeks to reform.
Leech Salt Flats: Ordinary salt flats found in the waste are dangerous enough simply
because potable water is extremely scarce. Beyond that, in salt flat areas
where the ground is suffused with arcane energy, the salt can drain moisture
out of living beings.
A leech salt flat appears like any
other salt flats, though it radiates a faint necromancy aura. Living creatures
that travel across a leech salt flat require five times the usual daily
allotment of fluids to avoid becoming dehydrated, as the environment itself
steals moisture from their bodies.
Mirror Sand:
When ordinary sand mixes with deposits of tin or silver, and the resulting
granules are polished by windblown dust to a mirror finish, the sand itself can
reflect light—and heat. Travelers in the waste dread mirror sand, because it is
extremely unsafe to cross in the daylight. In addition to raising the
temperature by 20%, mirror sand effectively blinds anyone who gazes at it—sometimes
permanently.
Area above mirror sand is considered
to have illumination five levels higher than normal, which means that in direct
sunlight it has illumination level +5 that imposes a -5 penalty on all
sight-based tasks made by creatures with a native level of illumination of 0
(almost all normal creatures). In addition, each second a creature has its eyes
open while traveling over mirror sand it must make a HT+4 roll or become
blinded until it spends 24 hours in darkness or with its eyes closed. This roll
is made at a cumulative -1 penalty for each consecutive second the creature
keeps its eyes open. To reset this penalty, the creature must keep its eyes
closed for at least 10 seconds.
If, for some reason, a blinded
creature continues to expose its eyes to the reflected brightness from mirror sand,
it must make a HT roll each hour or become permanently blind.
Plains of Glass: Very high temperatures melt sand into glass. Lightning strokes from
thunderstorms might produce a number of small glassy areas, and a volcano’s
eruption can eject “bombs” of glass. Traveling on a plain of glass is
treacherous. The surface is as slick as an ice sheet. Glass plains are often
fractured, with jagged shards sticking out in all directions along huge
fissures. Explosive and sonic attacks against a smooth glass plain, or the
impact of a siege engine’s missile, throw up a devastating cloud of glass slivers
that attacks everyone within 5 yards with a skill level of 15, dealing 1d-1
piercing damage, just like normal fragmentation attacks.
Red Sea: Mundane
salt lakes can acquire a red hue from a combination of the dissolved minerals
and microscopic creatures that thrive in this unlikely environment. However, a
red sea is a far more exotic hazard. It is pure salt—not salt water—kept liquid
through supernatural or magical power and given a blood-red color by the
corrosion of metal in the rock it touches.
Immersion in a red sea is deadly.
The salt rapidly desiccates a living creature, dealing 1d-3 fatigue per second
of contact. Treat FP lost to this hazard as FP lost to dehydration. Water elementals,
plant creatures, and freshwater dwellers are especially vulnerable to this
effect, taking 1d fatigue damage instead. Metal objects corrode away, taking
1d-3 corrosion damage per second.
Shadowsand: This
substance, if encountered in the daytime, appears to be ordinary sand, albeit
slightly darker than normal and cool to the touch. Even in subtropical and
tropical climates, the temperature in an area covered by shadowsand rises only
to about 70° F
during the hottest part of the day. At night, the true nature of shadowsand
becomes apparent. The temperature of the sand plunges to below 0° F, catching many desert dwellers unprepared
for such severe cold. Shadowsand sucks the heat out of campfires and other
blazes, preventing them from providing enough warmth to significantly improve
matters. A Survival (Desert) roll is required to realize that the radical drop in
nighttime temperature in an area of shadowsand is not a natural occurrence.
Areas of shadowsand are rarely more
than a mile across. They are hardly a danger to those who are prepared for
them, or who have the luxury of moving after night falls.
What makes shadowsand especially
dangerous—and what might explain why it exists—is that certain types of undead
(particularly vampires, spectres, and wraiths) are drawn to it, and they dwell
under it during daylight hours.
Shapesand: Shapesand
shares many properties with the stuff of uncontrolled Limbo—raw energy that can
be molded into any form desired, according to the will of the shaper. The new shape
is still composed of sand, but it has the qualities of the object it mimics.
Even someone without that mastery
can attempt to manipulate shapesand or take control of a shapesand item that
was created by someone else. Shapesand can be reshaped as if every character
had Control Shapesand 1 advantage, but based on Will instead of IQ.
Slipsand: Tiny
nodules of glass can form in the splash of a meteorite impact or as the result
of a supernatural collision. Such particles have extraordinarily smooth,
slippery surfaces. For this reason, a field of slipsand is far more deadly than
the quicksand of the Prime Material Plane, or even supernatural softsand (see
below). The surface gives way readily under the slightest weight, swallowing up
anything unfortunate enough to step on it. It is impossible to swim through or
tread water in slipsand; a creature caught in it sinks to the bottom and begins
to suffocate when it can no longer hold its breath.
Even creatures with Tunneling or
Permeation (Sand) are subject to this effect of slipsand, despite their ability
to swim through normal sand. Slipsand looks no different from ordinary sand or
dust from a distance, and a Survival (Desert) roll is necessary to notice it. If
a creature steps in, it must roll vs. Swimming-5 (or HT-9) every second, at
double encumbrance penalties. Any success lets it flop to safety. Each failure
costs 1 FP – and at 0 FP, each FP costs 1 HP. Rescuers must win a Quick Contest
of their highest ST plus (others’ total ST)/5 against twice the victim’s ST to
pull him out. Rescue attempts take one second apiece. The rescuee decides whether
to cooperate or attempt Swimming – he can’t do both.
Slumber Sand:
Appearing in patches up to 1dx20 yards across, slumber sand is deceptively
ordinary-looking sand. However, when characters walk or ride over it for 8d
seconds, the passage of their feet (or their mounts’ feet) kicks up a soporific
dust. Those who inhale this dust must make an HT roll or fall asleep for margin
of failure minutes.
Unless characters can fly or
otherwise leave without disturbing the sand again, they might find exiting an
area of slumber sand to be a tedious process of walk, sleep, wake, and walk
again. Areas of slumber sand can be identified as such from a safe distance
with a Survival (Desert) check.
Softsand: Though
actual quicksand (GURPS Dungeon Fantasy
16 – Wilderness Adventures, page 33) cannot exist in dry environments,
softsand can provide a similar effect in completely dry terrain. Not nearly so
deadly as slipsand, softsand is not actual sand, but extremely light, powdery
dust. Generally scattered harmlessly about by desert winds, it can sometimes
collect in pits shielded from the wind, where it looks like ordinary sand.
Wailing Waste:
Where the winds blow constantly across the dunes, thin streams of sand pour
from the dune tops with an eerie hum. Sometimes these singing sands are infused
with a malevolent presence. Some claim that the spirits resent the presence of
the living in their waste. Others believe the unearthly moans come directly
from the planes—perhaps a howling wind from Pandemonium, or cries from souls
tortured in the red-hot vaults of Dis. Whatever the source, an area of wailing
waste is detrimental to those who hear it.
A creature within the area affected
by a wailing waste’s sound must make a Will roll or begin to hallucinate for as
long as the victim is able to hear the sound.
HAZARDS
Fey Oasis: Every
so often, a normal oasis is the domain of fey—and some fey, particularly mirage
mullahs, delight in tormenting mortals who fall into their hands.
A fey oasis seems like any other
oasis, except that a rich merchant caravan appears to be encamped there. Every member
of the caravan is a fey creature. The magic of the oasis makes them appear to
be mortals, just as it makes an actually barren stretch of desert appear to be
a verdant glen filled with fresh water and date trees.
A fey oasis always appears at dusk
and disappears at dawn—taking with it anyone foolish enough to remain in the camp
that long. When it reappears at some point in the future (and, in all
likelihood, somewhere else in the world), the “abducted” individual returns as
well. That individual has now become a mirage mullah, and is bound to the oasis
like the rest of the fey.
Furnace Zone:
A furnace zone is an area of constant, intense magical or supernatural heat
that constantly deals the damage of a normal furnace wind. Furnace zones vary in
intensity just as furnace winds do, even though no wind actually blows in a
furnace zone.
Moondust: “Moondust”
need not occur literally on a moon, although the airless lunar surface is
certainly a waste environment. Meteorites, many of them microscopically small,
constantly bombard a world that lacks a thick atmosphere. The clashing cubes of
Acheron or the grinding of the Elemental Plane of Earth can also produce
moondust. This action pounds rock into a mixture of fine, jagged fragments and tiny
droplets of glass created by impact.
Without wind or water, the normal
forces of erosion are not present. The tiny fragments remain jagged rather than
becoming smooth (as ordinary sand does), and thus they stick together tightly.
Their extremely small size allows the particles to float readily with only a
slight disturbance and then to stick to any surface with incredible tenacity. The
dust penetrates almost any fabric, coats respiratory passages, and clogs machinery.
Even covering the nose and mouth is no protection against suffocation from
moondust. Only an impermeable barrier or an appropriate spell can prevent the
suffocation.
Phantom Cities:
Most mirages vanish when a viewer approaches them closely, but certain mirages
persist even after the viewer has fully entered them. The most common of these
are phantom cities—cities that appear completely real, but vanish as soon as
the viewer departs the city’s border. Phantom cities always appear as fantastic
edifices with luxurious buildings and happy citizens that might tell how great
and safe the city is from the forces of evil.
Lending some credence to such tales
is the fact that only those of good ethical category (priests of metaphysically
good deities, meldshapers with an appropriate moral focus, good outsiders, etc.)
are capable of perceiving these cities. It might be that they exist in pocket
dimensions, or that they are planar gates to some unknown location. To those
who visit them, they seem real. Though a visitor might stay for many years in a
phantom city, when he emerges he is generally well fed and in good health, as
though he had spent his time lounging in a palace, rather than wandering in the
desert.
A phantom city does not magically
fade from view once a visitor departs from it; the city does not disappear any
more mysteriously than any ordinary city would in the eyes of someone
journeying away from it. The same cannot be said of characters who enter a
phantom city; those who cannot perceive the city see the visitor fade from
sight, though the visitor can still see and hear those outside.
Phantom Voices:
When the winds blow in the desert, it is easy to imagine that one can hear
voices calling across the sands. This is a natural phenomenon. However, when
the voices carry on conversations with a traveler, magic is at work.
Phantom voices are sometimes known
as the spirits of the sand, because they seem to know a great deal about the
wastes from which they emanate. They are able to point out dangerous areas and
provide information about monsters that might be encountered. Unfortunately, they
only answer direct questions, and only if the questioner makes a small
sacrifice to them first by pouring onto the dry ground the contents of a full
waterskin (or about one-third of the daily water requirement for a SM+0
creature).
Properly propitiated, the phantom
voices answer with complete accuracy—provided they actually know the answer.
The voices are not omniscient and cannot foretell the future. Consider the
voices to have Survival (Desert)-14, but keep in mind that it has no concepts
of anything outside the desert. Answers other than a simple yes or no are
expressed in vague terms.
These voices never rise above the
level of a whisper, as though they were originating from some distance away.
Some travelers find them extremely disturbing despite their helpfulness
because, once the voices are provided with water, they continually clamor for
more. The voices depart after several hours, but in the meantime those
attempting to rest find it nearly impossible with phantom voices whispering
“Water? Water?” all around them.
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