Suddenly the ground gives way and in a matter of seconds everyone is knee or waist-deep in slimy, sucking mud!
Rescue. An Acrobatics or Athletics check made within the first two rounds can pull a creature free from the mud.
Spell Solve. Spells that shape stone or earth can render the mud stable, grantingon checks made to escape.
Turn-Based Action. If any of the adventurers are caught in the mud, they becomeand at the beginning of each of their turns the mud sucks them in further. At the beginning of an adventurer’s second turn they become , 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 .
Up and Away. The use of, , , or similar magic triggers an automatic success for that adventurer.
- Navigating the sucking mud requires a group Acrobatics or Survival check.
Critical Failure: Any adventurers who failed their check are caught in the mud. In addition, they lose 4 (2d4) Supply each and gain a level of.
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 mud, their pack waterproofed and containing 5 (1d4+3) Supply that’s been well-preserved.