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quick sand/ perilous places dangerous situations.

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This topic contains 1 reply, has 2 voices, and was last updated by  Enno 2 years, 9 months ago. This post has been viewed 53 times

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  • #5576

    robert1269
    Minion

    in the quicksand entry on page 17 it says those who roll a 1 on their str die or get pulled under the quicksand after 3 rounds immediately begin drowning! I looked under the rules for both the old explorers guide and the deluxe one and im confused how this works…..Im assuming immediately begins drowning means they take a level of fatigue every round till incapacitated….then they have a number of rounds equal to half their vigor die till death?

    am i right? or do they get swim checks wich to me doesnt seem right as they are in thick unswimable substance.

    #5577

    Enno
    Henchman

    If the character couldn’t be extricated or sank down too fast (critical failure), the following procedure starts…

    Roll a swimming roll every round the character is submerged. If the roll is a failure, he gets a level of fatigue. When the character is Incapacitated, he is unconscious and dies in Vigor/2 rounds.
    After death the character could still be extricated and eventually be revived by skill and magic with a modifier of -4.

    The character could virtually do nothing to extricate himself once below the surface, aside from doing the Swimming rolls (aka “Holding your breath”) and eventually use magic (if the trappings, arcane background and the GM allows it).

    The written rules are just a dramatization. It’s a much somber affair to survive quicksand: http://www.discoveryuk.com/web/survival-zone/how-to-survive/jungle/how-to-survive-quicksand/
    So Swimming is the right skill – not only for holding your breath but for staying afloat.

    High Priest of Hoenir & Champion of Qedeshet

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