Environmental Effects: Difference between revisions
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==Quicksand== | ==Quicksand== | ||
Quicksand is nothing more than sand or loose soil that is supersaturated with water. This effect allows creatures to sink into the mixture much as if they're settling into nothing more than silty water, but then requires them to fight the crushing weight of sand as if they had been buried alive to escape. | |||
Patches of quicksand present a deceptively solid appearance | Patches of quicksand present a deceptively solid appearance to all senses except Tremorsense, appearing as undergrowth or open land. To spot quicksand before falling into it requires a Hard DC Survival Skill roll or an Impossible DC Perception skill roll, with the CR of the check being the CR of the area or the character's CR, whichever is higher. If the character has Tremorsense, he spots the quicksand automatically as soon as it is within range. | ||
Falling into quicksand is handled as trying to Swim in a Dangerous Liquid (see above), with the [[Singed]] condition inflicting [[Winded]] damage. The real danger of quicksand is the nigh-impossibility of getting out of it without external aid. If a character is in Quicksand, it takes an Impossible Might Check against their CR plus 1 to climb out if they can grab something solid outside the quicksand. If there is nothing to grip, they are not even allowed a roll to escape. | |||
Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a Challenging Might Skill check against a DC set by the CR of the victim to successfully pull the victim free. Failure means they remain stuck, and suffer another round of Singed.... | |||
==Starvation and Thirst== | ==Starvation and Thirst== |