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[NFSW] Exotic Terrains - Heroic Tier
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<blockquote data-quote="Mesh Hong" data-source="post: 4865439" data-attributes="member: 73463"><p><strong>Sinking Sands</strong></p><p> </p><p>A large area (maybe even the whole encounter site) is on an area of soft, silty sand that slowly sucks anything on the surface down until it is buried.</p><p> </p><p>- All creatures starting their turn on the sand take a -1 penalty to their speed</p><p> </p><p>- Any creature that does not move at least 1 square during its turn starts to sink into the sand and is slowed until the end of its next turn. If a creature is already slowed it is instead restrained and must make an athletics check (medium DC) to break free of the sands inexorable pull. If a creature is already restrained they are pulled under the surface and take 1d10 ongoing damage, are restrained and must make an athletic check (hard DC) to break free.</p><p> </p><p>I would recommend the the area also contains a few small patches of solid ground that the PCs and enemies could fight over for a safer combat position. For a little added fun these "hard points" could themselves slowly sink and new ones rise during the course of the encounter. Maybe some rocks can only hold the weight of 1 creature before starting to sink, maybe some can hold 2?</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4865439, member: 73463"] [B]Sinking Sands[/B] A large area (maybe even the whole encounter site) is on an area of soft, silty sand that slowly sucks anything on the surface down until it is buried. - All creatures starting their turn on the sand take a -1 penalty to their speed - Any creature that does not move at least 1 square during its turn starts to sink into the sand and is slowed until the end of its next turn. If a creature is already slowed it is instead restrained and must make an athletics check (medium DC) to break free of the sands inexorable pull. If a creature is already restrained they are pulled under the surface and take 1d10 ongoing damage, are restrained and must make an athletic check (hard DC) to break free. I would recommend the the area also contains a few small patches of solid ground that the PCs and enemies could fight over for a safer combat position. For a little added fun these "hard points" could themselves slowly sink and new ones rise during the course of the encounter. Maybe some rocks can only hold the weight of 1 creature before starting to sink, maybe some can hold 2? [/QUOTE]
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[NFSW] Exotic Terrains - Heroic Tier
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