GM: | So everyone agrees to have a short rest, heal up, then continue. Please let me know how many surges everyone uses. If using Ixen's Inspiring word, remember the extra 1d6 hit points. | |
Once the
Loose Lady is on the inside of the reef, more forms start to take shape in the distance, more shipwrecks, and finally the Island!
[sblock=Island]
[/sblock]
Your time aboard the Salty Dog has given you a good judge of distances, and you estimate that if everyone took a turn rowing, you should be able to make the island before the setting sun about 5 hours from now.
GM: | Sailing to the Island is a skill challenge. | |
[sblock=Stages]
Stage 1: Navigate shipwrecks & sea grass
Stage 2: ???[/sblock]
[sblock=Rules]I am going to experiment with this Skill Challenge. I have read an interesting skill challenge system by Stalker0, and have modified it slightly You can find the article
HERE.
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DC: All DCs are 12.
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Skills: Use can use any skill that you can reasonably explain (excluding Endurance – see below). Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.
[sblock=Endurance Check (everyone)]
Stage 1: Once per round, each player must make an Endurance check DC 8, due to the effort required to navigate shipwrecks.
Failure: You gain a -1 penalty to your next skill roll, in addition to any other modifiers you currently have for that roll[/sblock]
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Rolls:
Stage 1: Everyone must roll one Endurance check and one other skill check per round. No need for initiative rolls, just keep track of who has gone and who needs to go. The same rules apply for skill challenges as apply for encounters (48-hour rule, etc).
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Repeating Skills: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.)
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Bold Recovery: Action points may be spent to re-roll a failed skill check roll (This skill challenge will count as a milestone, and you will re-gain an action point at the end of the challenge).
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Critical Success: A natural 20 counts as 2 successes.
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Desperate Gambit: In the last round of the challenge, a player can take a -5 to their roll, but a success gives 2 points instead of one.
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Aid Another: You can roll to aid another PC. A roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes.
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Primary Skills:
Stage 1:
Perception: Any player who attempts this skill check gains a +2 to their roll (unless making the same skill check, then see above for cumulative penalties).
If any questions arise, please feel free to ask[/sblock]