rules for silt

Post/Author/DateTimePost
#1

leiff

Jan 24, 2006 11:08:24
I'm currently running a DS game and the group is on their way to Balic. One of the most intriguing things about this city state is its proximity to the sea of silt. However, I can't find any rules dealing with the silt, such as when you fall in. Originally I was going to use quicksand rules in DMG, but those rules revolve around swim, which almost no DS character can have.

Any input would be greatly appreciated.
#2

xlorepdarkhelm_dup

Jan 24, 2006 11:46:35
Sink rapidly in it (I think until what, 12 - 15 feet or something), proceed to suffocate/choke, and then die. There is no swimming in it -- people's bodies are too heavy, they compact the silt below them, and slip right through until they are able to pack the silt below them enough to stop. People falling in silt generally are dead, unless a friendly Silt Cleric, a Giant, or a spellcaster/manifester with abilities to levitate the person happen to be within proximity.
#3

leiff

Jan 24, 2006 13:39:37
Gotcha. Thanks for the input
#4

darksoulman

Jan 24, 2006 14:24:26
In addition, from the Prism Pentad novels you see that even a character who's been submerged for a rather short time can choke on the silt - it clogs airways. If you feel like being harsh (as well you should in a Dark Sun campaign :evillaugh), I'd rule that you need a Heal check (DC 15) to help unclog the airways of the victim, or he'll start suffocating as per the DMG.
#5

Sysane

Jan 24, 2006 14:53:50
My suggestion is to brush up on the rules for holding your breath and drowning. ;)
#6

Kamelion

Jan 24, 2006 18:23:44
If you have access to the Sandstorm book, the rules for slipsand and softsand can be used to represent silt pretty well. Slipsand works like standard silt - you sink and suffocate. Softsand is slightly less lethal, and allows for a small amount of movement and possibility of escape. I use softsand for shallower, more compact silt and slipsand for the looser, deeper material.
#7

kalthandrix

Jan 24, 2006 18:29:21
Holy sinking silt Batman- those bas tards are dead! :D

I am coming up with a small encounter for my Dangers of Athas idea that will involve silt- so I appreciate that someone started this thread- it helps me pimp my ideas as much as possible ;)
#8

Pennarin

Jan 24, 2006 18:51:31
Holy sinking silt Batman- those bas tards are dead! :D

I am coming up with a small encounter for my Dangers of Athas idea that will involve silt- so I appreciate that someone started this thread- it helps me pimp my ideas as much as possible ;)

"Dangers of Athas huh! Jeez, sounds like a sweel idea mister Batman! Can I ride on your batlap in the batlmobile? Oh please please...!!"

/shoots little Timmy with a 12-gauge :D
#9

ruhl-than_sage

Jan 24, 2006 21:41:45
Some questions.

What do you guys think about allowing magical flight (such as Fly) through silt?

How do you think dumping 20 gallons (caster level 10 Create Water) of water on a patch of silt that someone has into effect things?

Would being immersed in silt effect a standing jump appreciably? If so how large a penalty would you apply?

If you could hold you breath, or breath silt. How difficult would it be to walk along the bottom of a silt basin, or the sea of silt?

Could silt be systematically compacted to create new land, or paths that could be traveled across like silt skimmers (non-leviatating variety) and giants do?
#10

kalthandrix

Jan 25, 2006 10:26:11
Some questions.

What do you guys think about allowing magical flight (such as Fly) through silt?

How do you think dumping 20 gallons (caster level 10 Create Water) of water on a patch of silt that someone has into effect things?

Would being immersed in silt effect a standing jump appreciably? If so how large a penalty would you apply?

If you could hold you breath, or breath silt. How difficult would it be to walk along the bottom of a silt basin, or the sea of silt?

Could silt be systematically compacted to create new land, or paths that could be traveled across like silt skimmers (non-leviatating variety) and giants do?

Flight through silt- well, I would have to say that not only would they have to adhere to the rules for drowning and holding ones breath, but I would also say that if they were actually flying through deep silt, like the Silt Sea and not a cloud of silt particles, i would reduce their speed and they would have to really worry about collision with solid objects unless they could see through the silt.

Water + Silt = Mud. I would say that it would depend on the proportions of silt to water. It would make mud, but if you were thinking that making water over an area where someone fell in, then I would say that they would still be in the silt- as the heavier water soaked silt would settle to the bottom, the upper layers of silt would fill in the void left behind.

As for moving and jumping around in silt- well it is less dense then water is and provides no buoyancy because of how fine the individual particles are- I would have to go with movement being put to half the normal for movement in water (which I believe is half normal if you do not have a swim speed), and unless they had a solid surface below them I would not allow a jump check to work- nothing to push off of.

Due to the depth of the silt, it would almost be impossible for creatures of less then huge to even attempt at making a path in the silt- but I do agree that it could be done by compacting the silt into a solid layer- the rest of the silt would cover the area, but the path would be there if someone knew where to look.
#11

Kamelion

Jan 25, 2006 13:35:15
What do you guys think about allowing magical flight (such as Fly) through silt?

The ruktoi already uses magical levitation to help it move through the silt, so I'd have no trouble with this idea.
#12

huntercc

Jan 25, 2006 14:01:55
I'm currently running a DS game and the group is on their way to Balic. One of the most intriguing things about this city state is its proximity to the sea of silt. However, I can't find any rules dealing with the silt, such as when you fall in. Originally I was going to use quicksand rules in DMG, but those rules revolve around swim, which almost no DS character can have.

Any input would be greatly appreciated.

If it helps, you could think of silt as being slightly more dense than dust -- so if you fall in, you choke very easily and have no way of really climbing out. I do like Kamelion's suggestion of using Sandstorm, I'll have to check those rules out myself as well.
#13

ruhl-than_sage

Jan 25, 2006 21:04:44
Flight through silt- well, I would have to say that not only would they have to adhere to the rules for drowning and holding ones breath, but I would also say that if they were actually flying through deep silt, like the Silt Sea and not a cloud of silt particles, i would reduce their speed and they would have to really worry about collision with solid objects unless they could see through the silt.

I can see that.

Water + Silt = Mud. I would say that it would depend on the proportions of silt to water. It would make mud, but if you were thinking that making water over an area where someone fell in, then I would say that they would still be in the silt- as the heavier water soaked silt would settle to the bottom, the upper layers of silt would fill in the void left behind.

So basically, you think they would just end up muddy and still drowning in silt. :D , more cruel than helpful.

Due to the depth of the silt, it would almost be impossible for creatures of less then huge to even attempt at making a path in the silt- but I do agree that it could be done by compacting the silt into a solid layer- the rest of the silt would cover the area, but the path would be there if someone knew where to look.

Just thought I would give people some things to think about.
#14

dirk00001

Jan 25, 2006 23:57:24
Water + Silt = Mud. I would say that it would depend on the proportions of silt to water. It would make mud, but if you were thinking that making water over an area where someone fell in, then I would say that they would still be in the silt- as the heavier water soaked silt would settle to the bottom, the upper layers of silt would fill in the void left behind.

Valley of Dust and Fire says that one gallon of water will leave a foot-wide muddy shaft through the dust down to the rock below, but as Kalthandrix said it'd quickly collapse and fill in with dust. It does mention that "some sages have speculated that enough water, such as one good rain, could turn the entire sea into a single mud flat" (paraphrased).

If you can somehow get ahold of a copy of that book, do so - it has all sorts of useful info about the silt sea, including a table for determining weather strength and visibility distances which can easily be adapted to 3e. IIRC it has the best info re: silt out of all the 2e books.