Second in the Environmental Series
Sandstorm is the latest environmental survival book from Wizards of the Coast. Written by Bruce R. Cordell, Jennifer Clarke Wilkes and JD Wiker, Sandstorm weighs in at 224 full color pages for $34.95, the same price most black and white hard covers of that size. This is a sourcebook aimed at players and game masters including new rules and monsters for the GM and new races, PrCs, feats, spells and magic items for the players.
Chapter pages are done in yellow while other pages are standard white background with full color borders. Chapter indicators are located on the side of the page. Layout is standard two-column with good margins all around and excellent use of white space. No license is needed so more pages are devoted to the game but there is no index. Thankfully, the table of contents is fairly complete.
Art is good for the most part. We have fan favorite artists like Ed Cox, Wayne England, Ron Spencer, Todd Lockwood, William O’Connor, Michael Phillippi, and Wayne Reynolds among others. This gives the book, especially in full color, a strong look. It was great seeing Todd’s art in the book, and Ron has always been one of my favorite artists. I’ve enjoyed seeing WoTC using Michael Phillippi more, as outside of some old Green Ronin and AEG work, I don’t recall seeing him in too many places. While many opinions flare on the net about Wayne Reynolds, I’ve enjoyed his work in Games Workshop comics and in his other endeavors like Warlords and enjoyed it here. To me, the artists did a good job this time around, but I’d still like to see a few more tweaks like David Griffith who did some on Frostburn, replace Mitch Cotie and their current cartography replaced by Ed from Skeleton Key Games because while Sandstorm’s maps are effective, they’re bland.
Chapter One, The Waste, is aimed at the GM with new rules for various environment conditions that make up the Waste. For those familiar with Greyhawk, they mention the Sea of Dust as one good example of a Wasteland, but for the Forgotten Realms, they use the Plains of Purple Dust instead of good old Anauroch. These new rules include new types of damage, dessication, where the character has to have water before healing, as well as the other rules. Things like dehydration, firing a bow in a sandstorm, new diseases, and the dangers of desert travel like getting lost and mirages. It’s a good chapter and gets the GM set for the dangers of such a setting and automatically has applications for most standard campaign settings and even third party ones like Egyptian Adventurers by Green Ronin.
Most players will flip to chapter two, Races, Classes, and Feats. While it does include some role-playing notes, such as the importance of courtesy in the Waste, as well as methods of transportation and the hows and whys of water, food and settlement, I suspect most players will be more interested in the new game mechanics.
It starts off with the asheratis, a humanoid that lives in the sand. Devoid of body hair and with skin the color of rust, the asherait are natural survivors of the Waste as they require very little water and actually dislike wide bodies of water. They can even swim through the sand they life in and can shed light to illuminate the sand they swim in. In some ways, the whole set up reminded me of the Manga Stone, where the water of the world has been replaced by sand.
Much less interesting to me, the bhukas are a peaceful golbinoid offshoot that isn’t built for the sands like the asheratis are, but manage to survive there anyway through adaptation. Ideas on how standard races survive here, as well as game mechanic changes where necessary, such as badland dwarves losing their stonecunning ability, but gaining waterwise, and losing their Appraise and Craft check bonus, but getting Heat Endurance as a bonus feat, to the Scablands Half-Orcs, who have low-light vision instead of darkvision, but also gain Heat Endurance as a bonus feat.
Standard races are included with adaptation notes. For humans, there are no game changes but numerous notes on different classes such as badland barbarians or desert nomads. Others like dwarves had badland versions with some game mechanic swaps and half-orcs with scabland options with other game swaps.
In terms of class changes, they do offer several switches a character may make. For example, a barbarian can get a bonus feat at 5th level from a select list, but then loses their uncanny dodge ability. For clerics, several lists of deities are provided with name, alignment, domains and favored weapon. These included wasteland gods, as well as Egyptian and Babylonian gods. A nice quick reference but not a in depth analysis by any means.
After going over optional changes for the classes, we get new feats. Most of these are general feats, but there are two new metamagic feats as well. Some of these are similar in game mechanics to previous feats like Priest of the Waste, where you can spontaneously caste certain waste spells or Blazing Berserker, where when you rage, you get a special ability, in this case, the fire subtype while raging.
Something I enjoyed from the Planar Handbook, makes it’s return here, with Touchstone sites. We get name, EL (encounter level), description, initial encounter ideas, subsequent encounters, base ability, for taking a touchstone feat and attuning yourself to this particular location, recharge condition, higher-order ability, and higher-order use. For those who’ve never heard of them, you take a Touchstone feat. Then, the Touchstone sites give you a special ability and a limited number of greater abilities. For example, if you attune yourself to the Pyramid of Amun-Re, while in the presence of the Pyramid of Amun-Re, you can gain temporary hit points equal to your level and if you make a DC 15 concentration check, you can do it when outside the presence of the Pyramid. They last for one hour and this can be done once per day. For those wondering what the great ability it, it’s the hit points lasting for 24 hours, but it can only be done six times.
The thing I like about this section is that there are numerous maps and ideas that work perfect for many desert like areas including maps for City of the Dead, Salt Statuary, Pyramid, Temple and even a Blue Dragon’s Graveyard. I wish there were more details on actually making Touchstone sites for your home campaign.
Chapter Three, Prestige Classes, follows the pattern of more recent books with fewer PrCs with a lot more details. This includes name, quote, background, how to become the PrC, entry requirements, class features, table with class advancement and class skills, how to role-play the PrC, combat advice, advancement, resources, how they function in the world, organizations, reactions, DC listings for knowledge checks, how to use them in the game, including adaptation and encounters. Now the nice thing about the NPCs this time around, is that they don’t repeat every word of their special abilities, instead noting, “See prestige class feature description.” It’s not perfect but it’s better than a word for word repeat of the information we’ve just read in the PrC itself.
We start off with the Ashworm Dragoon, a warrior who masters the Ashworm, a sand based monster. Now normally, this thing has a poisonous stinger, but a paladin who takes this PrC removes that poison and the monster instead gains a mystic bond and is considered the paladin’s special mount and can now be summoned and put away as a normal paladin mount. My personal favorite though, is the Scorption Heritor, a roguish individual who continues to advance in sneak attack ability, medium bab, but exchanges his Ref Save for Fort, and gains poison based abilities, such as immunity to Scorpion Venmon and the ability to envenom his blade with his own saliva.
Chapter Four, Equipment, has already seen some use in my campaign. The players are wandering through the lands of Thar in the Forgotten Realms and I had them meet a specialist who used fingerblades. These exotic weapons inflict an extra d6 when you catch your enemy flat-footed on the first round of combat. Perhaps it’s just Wayne England’s great art here, but I’ve already generated half-orc barbarians wilding the two-handed great falchion and human nomads who’ve mastered the deadly desert throwing knife. This thing inflicts 1d6 points of damage with a critical range of 19-20. The only downside for it is that you take a –2 when using it in melee.
There are new options for armor and clothing, but due to the heat of the land, most of the armor isn’t going to compare to plate mail from the core book in terms of protection, but it can be worn without overheating the user. More important is the great like filter masks and sun lenses, special alchemical items like liquid salt and sunshade lotion.
New mounts and vehicles are also included for those needing a way through the waste like the Sand Skiff and Sand Schooner vehicles to the previously mentioned Ashworm and the standard two-humped camel and it’s cousin, the Dromedary Camel.
Chapter Five, Magic, starts off with spells. Spells are arranged by class, level, and then for arcane users, by school. New domains are included like nobility, repose, rune, sand, summer, and thirst. Each includes a suggested deity, granted power, and spells from 1st to 9th level. Wizards can look forward to using new damage type of spells using desiccation, where the victim has to hydrate themselves before healing damage, while clerics can summon forth walls of magma. Some of the spells are variants of existing ones like Flesh to Salt, a 5th level Druid and Sorcerer/Wizard spell, that inflicts damage to the target and if the target takes more than half of it’s current hit points in damage, it has to make a Fortitude save or become rock salt.
Psionics get two new powers here, Inconstant Location and Psychic Scimitar, and there are even new Epic Spells, Beast of a Thousand Legs, Dire Drought, Global Warming, and Volcano, the majority of the focus is on standard spellcasters.
Another section of interest to players though, is the magic items. We have new armor and shield special abilities, mainly to defy the effects of the waste such as Cool, where the user doesn’t suffer the –4 Fortitude penalty on saves in hot environments to Dessicating weapons, where the victim suffers an extra 1d6 points of damage. I was a little disappointed in that specific weapons. With so many new types of weapons, to have a unique lash when opportunity to creat new legends based on vorpal great scimitars is silly!
Other magic items include a few new staffs, and rings, followed by numerous wondrous items like a Bottle of Endless Sand and new Figurines of Wondrous Power. One of my favorite sections though, is the new Intelligent Item, the Dance Masks of the Great Mother with several examples given.
While John Cooper has noted the mistakes in Chapter Six, Monsters,
here I found myself using this section quite a bit when Dming my FR game. I like the look of several of the beasts here. Before I owned the book, I snagged my friends to throw such terrors as a Crocosphinx (to which I heard the dreaded, “Oh no, it is the feared Crostimpy) to the mighty Wasteland Trolls. Others I’ve got earmarked to use include the Sand Golem, crafted by a Walker in the Waste, to the more mundane, but still dangerous, dire jackal, puma and vulture.
One group of monsters the Marruspawn, have the potential to be the enemy for an entire campaign. These monsters were crafted during the “Flesh Wars” where the marru used “spawncraft” to create living weapons and this gives us several related monsters, the stealthy marrulurk, the powerful marrusault, the ‘standard’ or commanding, marrutact, and the extremely dangerous, campaign ending abomination, a creature whose origins are supposed to be mixed with divine blood, creating a CR 19 beast who lives only to kill.
For those like me unimpressed with the new races introduced, the half-janni template allows the GM or player to take a new option but at a level adjustment of +3. For that you get bonuses across the board from Str, Dex, Int, and Wis, each at +2, to improved initiative, to improved armor class, spell like abilities, and even some special qualities. Normally I’m not too fond of anything over +2 for level adjustment, but I can see this easily being worth the exchange.
Now if only they had gotten the stats for that section right, it would’ve really rocked. My hats off again to John and his errata finding work.
The last chapter, Adventure Sites, gives the GM something to use right away so that he can get the most out of this book. Now for me, with Green Ronin’s Egyptian Adventurers, and the various locals in different official campaign settings like the Sea of Dust, I don’t need it. Others however, will enjoy the Basin of Deadly Dust for 5th level characters or Harrax, the Dead Throne, designed for 7th-8th level characters or the Mummy’s Tome, for 7th level characters.
The appendix has several encounter tables, a little over four pages worth. WoTC listens again to fans who thought that Frostburn had too many. One nice thing left in the book though, are the cardboard sheets, perfect for the D&D miniature game or for specific locations with important incounters. We have a Sun Temple, Oasis, Mummy’s Crypt and Jagged Wasteland. They’re a little less than half a page, and come two to a sheet so it’s not going to replace your battlemat, but will save some effort.
In several areas, I think it’s a step up from Frostburn. The greater details in the PrCs, the Touchstone sites giving the GM numerous plug and play options, including several more fleshed out locations at the back of the book, the numerous spells and new weapons as well as inspiring monsters, insure that this book has already gotten good use in my campaign. The editing could use another round and the races didn’t do anything for me, but with the wide supply of other races, I can live without ‘em.
If you’re looking for something to flesh out the wasteland areas of your campaign or looking for new enemies for your Egyptian themed game, Sandstorm fits the bill.