Quicksand: Patches of quicksand look like solid ground. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger, but charging or running characters don’t have a chance to detect it before blundering into it. A typical patch of quicksand is 20 feet in diameter; charging or running characters end up 1d2 × 5 feet into the quicksand.

Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in any direction. If a character fails this check by 5 or more, he sinks below the surface and begins to drown.

Characters below the surface of quicksand may swim up to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue: Pulling out a character trapped in quicksand is hard. 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 DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.


Legacy of Fire Carthorse