QUICKSAND



METHOD 1
Q1.i22: However, the lead-grey center floor is actually
a 10-foot-deep pool of viscous quicksand. Any
character who steps onto this AREA falls in (no
SAVE). The victim fights, defends, and
saves at -4, loses Dexterity adjustments (if
any), and may NOT CAST spells. The victim sinks
to the bottom of the pool in 1-4 rounds, and
dies (of suffocation) in that time. A victim at
the edge of the quicksand may climb out, but
this takes a number of rounds equal to
1d6 + 10 minus the AC of the victim. Subtract <AT (Armor Type), not AC>
1 round for each person helping. If the victim
hangs onto a secured rope, of course, sinking
is avoided. (Note that water breathing is of no
use, but an airy water spell will prolong Life for
1-4 rounds, after which the character dies
from dust inhalation. Adaptation, such as
from the necklace, allows breathing while in
the quicksand.)

METHOD 2
N5.24: 3. Quicksand: One of the horses wanders
into some quicksand and begins to
sink, taking the rider with it.

The horse will sink in 2d6 rounds
unless the PCs do something, but saving
it isn't hard. Any 2 PCs with a Strength
of 10 or higher can pull it out. (Rescuing
a horse is worth 35 XP.)

METHOD 3
    In any swamp or wet, low-lying AREA, characters may "stumble"
upon a patch of quicksand -- and area where water has saturated
the ground to such an extent (and such a depth) that the
terrain is thick and mushy. Despite its name, quicksand can be
composed of earth as well as sand; in such a case, the "quicksand"
is nothing more than a mudhole, which can be dealt with in
the same manner described in the preceding text on mudslides.

    Quicksand that is actually composed of sand is somewhat
more treacherous than "muddy" quicksand, because the water-and-sand
mixture is generally not as thick as a mudhole, which
means that someone who walks or falls into it will sink more quickly.
However, contrary to the popular impression, quicksand
does not "suck" a victim beneath the surface. Someone who
keeps his wits about him, and his head above the surface, can
save himself by treading water and (if he has proficiency in swimming)
making his way along the surface to a place of safety.

A character who falls into quicksand is in the same situation as
someone who is caught in a mudslide (see the text at left). A
nearby companion may be able to help a non-swimmer by extending
a pole or branch that the victim can grab to help pull himself
out. A rescuer who enters the quicksand to help a companion
must have proficiency in swimming; otherwise, he will find himself
in the same situation. A swimmer can enter quicksand and
pull a victim to safety without jeopardizing himself.
 
 
Natural Hazards in the Wilderness WSG