Help with Hazard: Quicksand


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I need some quicksand for this weekend.

Any suggestions on how to make the rules for such a hazard?
This is just quick and dirty (see what I did there?), but here ya go...

Quicksand (Hazard)
Level 4 Lurker, XP 175
Swirling sands threaten to swallow your companion for eternity!
Hazard: 3x3 squares of apparently sandy terrain are actually deadly quicksand!
Perception:
DC 17: The character notices vultures perched in the area.
DC 22: The character notices an unusual sheen on a patch of sand ahead.
Additional Skills: Nature DC 15 recognizes the general terrain as likely to have quicksand, and Nature DC 20 recognizes the exact location of the quicksand.
Initiative: +6
Trigger: The hazard rolls initiative when a creature enters one of the nine squares where the quicksand is located. If a creature would move through the central square, the hazard attacks then instead (as it takes a moment for the quicksand to liquify).

Attack
Standard Reaction, Close burst 3
Targets: Creatures in burst
Attack: +6 vs. Reflex
Hit: Immobilized
Miss: Slowed
Sustain Standard: Immobilized or begin drowning (see drowning rules in DMG). The DM is encouraged to use a dramatic sense of timing when a character trapped in quicksand begins drowning.

Countermeasures
* Athletics DC 15 to move/shift 1 square, but if you fail by 5 or more begin drowning.
* Allies come to the rescue with a spear haft or rope; required Athletics DC 15 to haul the entrapped hero 1 square. The hero must also make an Athletics DC 10 check; if the hero fails they begin drowning.
 

How does the "Sustain Standard" work, given that the attack is a standard? Does that mean only one person can fall in at a time?

Also, I'm not sure how I feel about the person pretty much going 'you're immobilized this round, and next round, you start drowning'.

If it's a 3x3, then the attack would be a close burst 1.

To give a little more information, this hazard will be in place in a general area with an assassin vine. It uses the watery sand as a source of water, and enjoys those that decompose in the sand, even going so far as to snag people who try to snag creatures close by, or those that try to escape.

And there will be one to two insubstantial, flying demons in the fight.
 

How does the "Sustain Standard" work, given that the attack is a standard? Does that mean only one person can fall in at a time?
Not sure, just was basing it off of a sample level 4 lurker in the DMG. It's a burst attack, so the idea is that once the surface of the quicksand is disturbed it rapidly liquifies so everyone standing in 3x3 is effected.

You might allow high DC Stealth check to feather-walk across the surface without liquifying the quicksand.

Also, I'm not sure how I feel about the person pretty much going 'you're immobilized this round, and next round, you start drowning'.
That would be a mean DM. You could introduce a mechanic to determine when the drowning happens, or you could just wing it dramatically...which seems to be the whole "schtick" or quicksand in an encounter. It's the suspense of "can we get these baddies off our back in time to rescue our buddy who just went under?"

To give a little more information, this hazard will be in place in a general area with an assassin vine. It uses the watery sand as a source of water, and enjoys those that decompose in the sand, even going so far as to snag people who try to snag creatures close by, or those that try to escape.

And there will be one to two insubstantial, flying demons in the fight.
Sounds fun - sucks to be the players. ;)
 

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