Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. The three categories of desert terrain are tundra (cold deserts), rocky desert (often temperate), and sandy desert (often warm).
Tundra differs from the other desert categories in two important ways. Because snow and ice
cover much of the landscape, it's easy to find water. And during the height of summer, the permafrost thaws to a depth of a foot or so, turning the landscape into a vast field of mud. The muddy tundra affects
movement and skill use as the shallow bogs described in
marsh terrain, although there's little standing water.
The table above describes terrain elements found in each of the three desert categories. The terrain elements on this table are mutually exclusive; for instance, a square of tundra may contain either
light undergrowth or an
ice sheet, but not both.
Light Undergrowth: Consisting of scrubby, hardy bushes and cacti,
light undergrowth functions as described for other terrain types.
Light Rubble: Small rocks are strewn across the ground, making nimble
movement more difficult more difficult. The DC of
Balance and
Tumble checks increases by 2.
Dense Rubble: This terrain feature consists of more and larger stones. It costs 2 squares of
movement to enter a square with
dense rubble. The DC of
Balance and
Tumble checks increases by 5, and the DC of
Move Silently checks increases by 2.
Sand Dunes: Created by the action of wind on sand,
sand dunes function as hills that move. If the wind is strong and consistent, a
sand dune can move several hundred feet in a week's time.
Sand dunes can
cover hundreds of squares. They always have a gentle slope pointing in the direction of the prevailing wind and a
steep slope on the leeward side.
Other Desert Terrain Features: Tundra is sometimes bordered by forests, and the occasional tree isn't out of place in the cold wastes. Rocky deserts have towers and mesas consisting of flat ground surrounded on all sides by cliffs and
steep slopes (described in
Mountain Terrain, above). Sandy deserts sometimes have
quicksand; this functions as described in
Marsh Terrain, above, although desert
quicksand is a waterless mixture of fine sand and dust. All desert terrain is crisscrossed with dry streambeds (treat as trenches 5 to 15 feet wide) that fill with water on the rare occasions when rain falls.
Stealth and Detection in the Desert: In general, the maximum distance in desert terrain at which a
Spot check for detecting the nearby presence of others can succeed is 6d6x20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes spotting impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6x10 feet.
The desert imposes neither bonuses nor penalties on
Listen or
Spot checks. The scarcity of undergrowth or other elements that offer
concealment or
cover makes hiding more difficult.
A
sandstorm reduces visibility to 1d10x5 feet and provides a -4 penalty on
Listen,
Search, and
Spot checks. A
sandstorm deals 1d3 points of
nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, to chafe skin and contaminate carried gear.
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