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Help with Hazard: Quicksand
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<blockquote data-quote="Quickleaf" data-source="post: 4471781" data-attributes="member: 20323"><p>This is just quick and dirty (see what I did there?), but here ya go...</p><p></p><p><strong>Quicksand</strong> (Hazard)</p><p>Level 4 Lurker, XP 175</p><p><em>Swirling sands threaten to swallow your companion for eternity!</em></p><p>Hazard: 3x3 squares of apparently sandy terrain are actually deadly quicksand!</p><p>Perception: </p><p>DC 17: The character notices vultures perched in the area.</p><p>DC 22: The character notices an unusual sheen on a patch of sand ahead.</p><p>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.</p><p>Initiative: +6</p><p>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).</p><p></p><p>Attack</p><p>Standard Reaction, Close burst 3</p><p>Targets: Creatures in burst</p><p>Attack: +6 vs. Reflex</p><p>Hit: Immobilized</p><p>Miss: Slowed</p><p>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.</p><p></p><p>Countermeasures</p><p>* Athletics DC 15 to move/shift 1 square, but if you fail by 5 or more begin drowning.</p><p>* 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.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4471781, member: 20323"] This is just quick and dirty (see what I did there?), but here ya go... [b]Quicksand[/b] (Hazard) Level 4 Lurker, XP 175 [i]Swirling sands threaten to swallow your companion for eternity![/i] 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. [/QUOTE]
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Help with Hazard: Quicksand
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