Skill Challenge: Stormy Waters
Pirates and adventure on the high seas haven’t always been the typical D&D adventure setting. However, almost all PCs are required to travel by ship at some point in their adventuring career. The skill challenge below tackles the issue of surviving during a raging storm at sea.
Setup: The PCs are traveling by sea and are beset upon by a raging storm. Will they survive unscathed or will they succumb and sink in the chilly depths?
Complexity: 2 Level +2 (6 successes before 3 failures)
Acrobatics, Endurance, Diplomacy, Knowledge Nature, Perception
• Each skill can only be used to accomplish 1 success towards the overall skill challenge unless noted otherwise.
• Skill checks denoted as assist do not count as a success or failure towards the overall skill challenge.
At the beginning of each turn, each PC must make a moderate DC Acrobatics check to maintain their balance. The DC becomes hard for any PC who climbs the rigging. Additional details are provided below under Acrobatics. Success or failure on this check does not affect the outcome of the skill challenge. However, a failure will result in a -2 modifier to that PC’s next skill check.
Acrobatics (easy DC, maximum 2 successes)
You find a loose rope and tie it off.
Acrobatics (hard DC, assist)
You’ve managed to climb up the rigging. However, keeping your balance up here is another task. Use of Acrobatics in this manner does not grant a success or failure, it merely positions the PC to take additional actions not available on the deck. Additionally, any PC up in the rigging gains a +2 circumstance bonus to Nature or Perception checks.
Any PC who climbs the rigging must make a hard DC check to maintain their balance each turn. Failure by 5 or more results in the character falling to the deck below and taking 2d10 points of damage in addition to the normal -2 penalty to skill checks for loosing their balance.
Athletics (hard DC)
You see a crew member loose their balance and slide overboard. You are able to grab them before the sea claims them.
Athletics (moderate DC, assist)
You strength can be put to good use by securing the sails from above in the rigging. Use of Athletics in this manner does not grant a success or failure, it merely positions the PC to make an acrobatics check to tie off a loose rope. Additionally, any PC up in the rigging gains a +2 circumstance bonus to Nature or Perception checks.
Endurance (hard DC)
You grab a loose rope and have pulled it tight to keep the sail taut. However, there is nothing nearby to tie the rope to. You opt to use your own weight as the anchor.
Diplomacy (hard DC, maximum 2 successes)
The crew have lost their composure and chaos is loose upon the decks. With the authority of your voice you gain control and restore order.
Knowledge Nature (moderate DC, maximum 2 successes)
Your knowledge of the wind and waves allows you to suggest an alternate course to the captain which might allow him to steer out of the storm.
Perception (hard DC, maximum 2 successes)
You detect the scent of a fresh wind coming in. Your keen eyes see a break in the storm off in the distance. You recommend that the captain alter course to find calmer seas.
Success: The ship comes out of the storm relatively unscathed. The journey is able to continue without much lost time.
Failure: The ship has been damaged and the journey will be extended by 2d10 days. Additionally, all PCs loose one healing surge. If a PC has no healing surges remaining they instead take 2d10 points of damage. Is that a shaughain boarding party in the distance?
SKILL CHALLENGE: ESCAPE FROM KESSEL
In this skill challenge, the heroes are trapped in the spice mines of Kessel and must escape to freedom. The spice mines are currently under the control of the Colicoids, an insectoid species responsible for the design of the Droideka. The heroes have a chance to escape while being herded back to their barracks, and their goal is to make their way out of the mines, through the detention facility, and out to a landing pad where a spice-hauling vessel is refueling for take - off. During the breakout, 10 other prisoners also decide to fight their way to freedom, helping the heroes escape.
Complexity: 2 (8 successes before 3 failures)
Suggested Skills: The following are suggested primary skills for this Skill challenge:
Perception [DC 18]:The heroes can keep their eyes and ears open for the signs of approaching Colicoid guards. Alternatively, the heroes can search for side tunnels and passages that are rarely used.
Persuasion [DC 23].•The heroes can convince some of their fellow prisoners to keep watch or fan out to distract the guards and prevent them from catching the main group.
Stealth [DC 18]:The heroes can attempt to sneak by Colicoid patrols and to ensure that none of the other prisoners makes too much noise.
Survival [DC 28]: The heroes can search for signs of Colicoid tracks in the tunnels they are following, using that knowledge to determine which passages the insectoids are least likely to search .
Challenge Effects: The following are suggested effects for this skill challenge:
Close Call: The heroes accrue failures only on skill checks that fail by 5
Degrees of Failure: Any failures accrued by the heroes reduce the number
of non heroic prisoners that reach the ship and escape.
Success: If the heroes succeed, they make their way to the Lantil lian short hauler sitting on the landing pad. They successfully steal the ship and jump into hyperspace.
Failure: If the heroes fail the skill challenge, they are cornered by Colicoid guards and must engage in a difficult combat encounter to finally gain their freedom. If the heroes succeed but accrued one failure during the challenge, only five of the other prisoners make it to freedom with them. If the heroes succeed but accrued two failures during the challenge, none of the other prisoners reach the short hauler-all 10 are recaptured by the Colicoids.
Grog follows the conversation between the gruff man and the chatterbox half-elven slip of a girl, glancing at each in turn. Finally he rolls his eyes as they continue to bicker like brother and sister once again without signs of stopping.
Some days it is entertaining, yet other days it is a distraction. But right now, they have work to do. He grunts out, "Enuff. Let's move." To emphasize his impatience, he squeezes his right hand and the knuckles crack.
He grasps his weapon tighter and rolls his shoulders, slightly flexing his muscles in anticipation as moves into position to descend the stairs.
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