4E - Hazard - Lurker 3 - Deep Forest Quicksand

From ENWiki

Jump to: navigation, search

Deep Forest Quicksand Hazard Level 3 Lurker XP 150

Description: The forest path opens up in a small ground clearing (or similar).

Additional description (if asked): The ground is level and covered with leaves, moss and sparse vegetation. The canopy is thick overhead and very little light reaches this area.

Perception, Nature, or Dungeoneering to detect: Passive DC 25 or active DC 15 to detect the quicksand. Once detected PC's can prod (with staff or similar) to determine boundaries of the quicksand.

Area of hazard: at least 3x3 squares.

Attack: +7 vs. Reflex for PCs who enter or begin a round in the quicksand. A PC moving at full walking speed or faster will be 2 squares in before attacked.

Hit: Target is suddenly waist-deep and immobilized until escape is made. Target grants combat advantage to any enemies capable of ranged attack or otherwise immune to the quicksand.

Miss: Target not already immobilized can only move 1 square per round until out of quicksand area and grants combat advantage to any enemies. (Quicksand rolls new attack each round target is still in its area).

Countermeasure: Target immobilized must make DC 20 Athletics or Acrobatics escape attempt each round to move 1 square (which is an escape when target is only 1 square into quicksand area); fey step can also be used to escape.

Ongoing effects: Target will be completely immersed after three hits with no successful escape. Target then must make a DC 20 endurance check every round or lose 1 healing surge. When all healing surges are spent, target must make DC 20 endurance check or lose 8 hp each round.

Assistance: Allies can use aid another to increase the target's athletics/acrobatics following standard aid-another check (PH p. 287). Multiple PCs can cumulatively aid the target each round (e.g. three allies making successful aid-another checks give the target +6 on the escape check that round), but all PC's aiding the target must use a standard action to do so and grant combat advantage to any enemy.

Rescue: Allies can attempt to rescue a submerged ally with a DC 25 Athletics or Dungeoneering check (and other free allies can cumulatively aid the rescuer). Allies participating in a rescue must use standard action and grant combat advantage to any enemies.