Beschreibung
A sudden change in wind direction has the power to shift the sands of a dune, sculpting a hollow cavity at its core, and covering it with a thin and weak layer of sand. This natural trap is known as a 'blowout,' a treacherous pitfall lurking beneath a fragile crust of sand. To the unsuspecting eye, the surface appears undisturbed. When a character places even the slightest weight upon the surface, the frail layer of sand gives way, causing the victim to plummet into the pit below. This sudden displacement acts as a catalyst, triggering all the sand to fall alongside the victim like an avalanche. Within moments, the creature finds themselves swallowed and entombed in a sandy grave.
To determine who in the party is affected by the blowout and the damage it causes, all creatures in the party must participate in a skill challenge. Each creature must make three checks: a Wisdom (Perception) check, either a Strength (Athletics) or Dexterity (Acrobatics) check, and a third skill check of their choice. Players must justify their choice for the third skill, which must be approved by the GM. The DC for these checks is 13. As an option, the GM may allow a relevant spell or class feature to substitute the third check, granting an automatic success on that check. For instance, a wizard could cast the spell Fly to automatically succeed in lieu of making the third skill check.
HaulersHaulers must also participate in the skill check challenge to avoid the blowout. However, Haulers can use the same skill for all three checks.
Creatures can sacrifice themselves to save their beasts of burden. A creature can turn one of their successes into a failure to turn one of the Hauler's failures into a success.
- 3 Successes
- 2 Successes
- 1 Success
- 0 Successes
The creature is buried from the hip down and considered Restrained. It automatically frees itself after 1 minute. Any creature within 5 feet (including the victim) can spend an action to make a DC 20 Strength (Athletics) check to free it. Not counting the victim itself, the DC is reduced by 5 for each assisting creature.
Fully BuriedA fully buried creature is Blinded, Restrained, Incapacitated, and unable to breathe. If conscious, they can hold their breath for a number of minutes equal to 1 + their Constitution modifier; otherwise, they immediately begin to suffocate. A fully buried creature is helpless and cannot dig themselves out unless they have special magic to do so.
To find a fully buried creature, others must succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check. Each check requires 1 minute of searching. Once located, the buried creature can be pulled out with another minute of effort or a single DC 20 Strength (Athletics) check to do so instantly. The DC to pull the creature out is reduced by 5 for each assisting creature. If no one is there to help a fully buried creature, the victim is doomed to die.
Wasteland EncountersWhenever a Blowout is rolled as part of a Wasteland Hazard for a random encounter, assume that all creatures traveling on foot are within the area of the blowout—the hazard's dimensions can be as big as needed. Roll a d100 to determine when the blowout activates in relation to the encounter. On a roll of 01-50, the blowout occurs first, and the encounter happens shortly after or is triggered by the hazard, if possible. On a roll of 51-100, the blowout occurs midway through the encounter, affecting both groups.