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Quicksand

st tier (
Challenge
DC
Area
(1 hour)

Suddenly the ground gives way and in a matter of seconds everyone is knee or waist-deep in dirt, muck, and sand!

Rescue. An Acrobatics or Athletics check made within the first two rounds can pull a creature free from the quicksand.

Spell Solve. Spells that shape stone or earth can render the quicksand stable, granting advantage on checks made to escape.

Turn-Based Action. If any of the adventurers are caught in the quicksand, they become grappled and at the beginning of each of their turns the quicksand sucks them in further. At the beginning of an adventurer’s second turn they become restrained , at the beginning of their third turn they are unable to use their arms at all, and at the end of their fourth turn they become totally submerged and must hold their breath or suffocate

Up and Away. The use of fly , levitate , rope trick , or similar magic triggers an automatic success for that adventurer.

Possible Solutions
  • Navigating the quicksand requires a group Acrobatics or Survival check.

Potential Outcomes

Critical Failure: Any adventurers who failed their check are caught in the quicksand. In addition, they lose 4 (2d4) Supply each and gain a level of fatigue .

Failure: Each adventurer loses 4 (1d4+2) Supply in the struggle to get through the muck.

Success: The adventurers make it through, filthy but unharmed.

Critical Success: The adventurers find the body of an unlucky traveler in the quicksand, their pack waterproofed and containing 5 (1d4+3) Supply that’s been well-preserved.