The Hourglass Wasteland - Regional Environmental Modifier (1d3)

1d3 Result

1

Extreme Heat (Regional). For every 5 hours the party spends in the wasteland exposed to the heat and without access to drinkable water, they must succeed on a Constitution saving throw or gain one level of exhaustion. The DC is 10 for the first check and increases by 5 for each additional check.

Creatures wearing medium or heavy armor, or those who clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage
automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

2

Salt Deserts (Regional). An arid desert presents enough obstacles to dissuade many a traveler but salt deserts are even deadlier, sapping away all the moisture that would otherwise allow for a scant bit of life. Creatures in a salt desert require double as much water as normal to avoid dehydration.

3

Wind. At the start of the mission, roll on the table below to determine what type of wind is occurring in the wasteland.Reroll each day or as you see fit.

  1. Roll 1d20
  2. 1 :Strong wind.
  3. 2-5 :light wind.
  4. 6-19 :No wind.
  5. 20 :Strong wind.