Scalding Tar Lake
Stealth DC +0 (the tar lake is blatantly obvious, and its effects occur near the end of each round)
Stealth DC +0 (the tar lake is blatantly obvious, and its effects occur near the end of each round)
Disable DC 30 Survival check to throw rocks or other bits of debris into areas within the tar lake that are about to burst, allowing the lake to vent harmlessly for that round (on a critical success, this prevents the lake from venting for 3 rounds); permanently disabling the tar pit would require powerful magic or long-term engineering projects (subject to the GM's discretion).
Scalding Burst [Reaction]
Critical Success The creature takes no damage.
Success The creature takes 3d6 fire damage.
Failure The creature takes 6d6 fire damage and 1d6 persistent fire damage.