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Sandstorm: Mastering the Perils of Fire and Sand

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A complete guide to playing D&D in arid wastelands. This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm� contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. Ther A complete guide to playing D&D in arid wastelands. This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm� contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay. AUTHOR BIO: Bruce R. Cordell, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook�. He also co-authored Libris Mortis: The Book of Undead�, the Planar Handbook�, the Epic Level Handbook�, and Underdark�. AUTHOR BIO: Jennifer Clarke-Wilkes is an editor for Wizards of the Coast, Inc. She works primarily on the Dungeons & Dragons® Miniatures line but has edited various roleplaying game books. She co-authored Savage Species�. AUTHOR: JD Wiker is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD�s recent titles include d20 Future�, the Power of the Jedi Sourcebook�, the Star Wars® Hero�s Guide�, and the Galactic Campaign Guide�.


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A complete guide to playing D&D in arid wastelands. This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm� contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. Ther A complete guide to playing D&D in arid wastelands. This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm� contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay. AUTHOR BIO: Bruce R. Cordell, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook�. He also co-authored Libris Mortis: The Book of Undead�, the Planar Handbook�, the Epic Level Handbook�, and Underdark�. AUTHOR BIO: Jennifer Clarke-Wilkes is an editor for Wizards of the Coast, Inc. She works primarily on the Dungeons & Dragons® Miniatures line but has edited various roleplaying game books. She co-authored Savage Species�. AUTHOR: JD Wiker is currently freelancing while also working as president of The Game Mechanics, a d20 design studio. Some of JD�s recent titles include d20 Future�, the Power of the Jedi Sourcebook�, the Star Wars® Hero�s Guide�, and the Galactic Campaign Guide�.

30 review for Sandstorm: Mastering the Perils of Fire and Sand

  1. 5 out of 5

    David

    Sandstorm is the 2nd of a series of supplemental sourcebooks that deal with a specific type of geographical locale, after Frostburn. As per its name, it deals mainly the desert terrain. The source book states that it prefers to use the term "wasteland", despite the fact that a large majority of its content are all about sandy deserts. Only a very small portion actually deals with other kinds of barren wastelands. After with the previous book, it starts off explaining the features of a wasteland, Sandstorm is the 2nd of a series of supplemental sourcebooks that deal with a specific type of geographical locale, after Frostburn. As per its name, it deals mainly the desert terrain. The source book states that it prefers to use the term "wasteland", despite the fact that a large majority of its content are all about sandy deserts. Only a very small portion actually deals with other kinds of barren wastelands. After with the previous book, it starts off explaining the features of a wasteland, including weather conditions and both natural and supernatural hazards. It's an interesting chapter that provides a lot of source material that can be used to inject flavour when a party has to travel through such terrain. Of note that is that, similar Frostburn, it introduces the concept of "heat protection" (same mechanic as cold protection). The good thing is that the sourcebook actually make use of this protection level in some parts (see my criticism of Frostburn). Although there are still quite a lot of parts that just says things like "temperature hovers around 110° F (which I have no idea how hot it is until I google). It also introduces desiccation damage, to which I think is a pretty good way to illustrate damage caused by a loss of moisture. The next chapter presents a somewhat condensed chapter of races, classes, and feats. Two new races are presented: the asherati and the bhuka. The former dwells underground and have a natural burrow speed, while the latter is a variation of goblins. I found both to be rather uninteresting, with the asherati culture to be somewhat unrealistic. Of the core races, only dwarfs, half-orcs, and elves get desert variants (with some flavourful reasoning), which is good, as I can't stand too much variants for the sake of having variants. As for the options on the core classes, nothing much of note here. The feats are very similar in quality to Frostburn, right down to the one feat that seriously triggered me with its lousy flavour text. The same thing happens here: There's a feat that allows your fire damage to harm fire-based creatures, and it's described as being so hot that even creatures like fire elementals can feel the burn (*rolls eyes*), and yet does nothing different to normal creatures. Feeling tacked on after the feats is an introduction of touchstones - magical locations that can be visited to gain a special ability (after performing some action). I guess this is an option for DMs who don't mind this sort of thing - for players to get an extra ability that they can use. Chapter 3 is a downright disappointing set of prestige classes. The worst part of them is their flavour - all very poorly designed. The Ashworm Dragoon takes the cake here - it's basically a knight variant - just replace "horse" with "ashworm" - even to the point where ashworms are reared/trained/handled exactly like horses, except that they can burrow. Another is called the "Lord of Tides" but has only 2 skills tied to water - the rest are all over place. The rest of classes that are either very tied to the desert (zero reason to leave), or for villains. Desert equipment comes next, and it's a decent feature of weapons, armour and miscellaneous equipment, including the atl-atl which reminds me of playing in Dark Sun campaigns. Some of the armours are interesting, including one that's obviously Dune-inspired. New modes of transport are expected, but I can't take the "sand ships" seriously. Physically-speaking, there's simply too much friction for something even boat-sized to just "move" on the wind, much less ships as large as those on water. There wasn't even any attempt to try to explain it away with special lubricants or magic - just a matter-of-fact that yes, wood can slide on sand when the wind blows on the sail. Chapters five and six are magic and monsters. The magic options are nice though, with a mixture of inspired and predictable new spells, and an interesting collection of magic items. It also introduces drift magic (there's a feat for it), but unlike its counterpart in Frostburn, this one feels unpolished - as there's very little benefit for taking it up (either power-wise or flavour-wise). The monsters are also of better quality compared to those on Frostburn. And finally we come to the last chapter - the one that made me drop a star. It presents three adventures, none of which are well thought out. It's great that they include adventure sites and hooks into a sourcebook, but these are of poor quality. There are so many silly things here that just throws me off - such as a city of the dead, where the mummies and zombies keep torches lit for some reason..., or a tomb that it's occupants wants completely hidden, who decides to etch his own name on the door and plant a carnivorous tree (somehow still not dead after centuries) inside to guard the entrance... I wasn't expecting much after Frostburn, but it turns out that Sandstorm still manages to disappoint. Still, there are useful portions of source material here and there, but I wouldn't say this is a valuable sourcebook for desert campaigns.

  2. 5 out of 5

    Juho Pohjalainen

    I've occasionally lamented the lack of good desert stuff, and here I do so once again. This supplement will help a bit. I've occasionally lamented the lack of good desert stuff, and here I do so once again. This supplement will help a bit.

  3. 4 out of 5

    Andrew

    see my Frostburn review.

  4. 4 out of 5

    Brandt Bjornsen

  5. 5 out of 5

    Ronald

  6. 5 out of 5

    Jason Payne

  7. 4 out of 5

    Nicholas Peterson

  8. 5 out of 5

    Alasdair

  9. 5 out of 5

    John Diffley

  10. 4 out of 5

    Scott Andrews

  11. 4 out of 5

    Piggie

  12. 5 out of 5

    Patrick

  13. 4 out of 5

    Tanya R Frey

  14. 5 out of 5

    Mac Mathghamhna

  15. 5 out of 5

    Edward Richmond

  16. 5 out of 5

    John Somers

  17. 4 out of 5

    Sarah

  18. 4 out of 5

    S. Zimmer

  19. 5 out of 5

    Gregory Guldensupp

  20. 5 out of 5

    Rodrigo

  21. 4 out of 5

    Jacob Werner

  22. 4 out of 5

    Abe

  23. 5 out of 5

    Juan

  24. 5 out of 5

    George Lenhart

  25. 4 out of 5

    Jeffrey Kosh

  26. 4 out of 5

    Gene

  27. 4 out of 5

    Kingcrowley

  28. 5 out of 5

    Lucifer J

  29. 4 out of 5

    Benjamin

  30. 4 out of 5

    Ash

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