RichGreen
Adventurer
The Underground River
I thought it would be fun to post my notes on the perilous trip down the underground river from the dungeons beneath Orloch Scragmane's tenement building <see Sellswords of Punjar> to the slave market.
The PCs can head down the underground river in the dungeons below the slum tenement [Sellswords, Area 2-6, p.27]. Controlling the slavers’ skiff is tricky but the PCs are unlikely to go wrong as the fast-moving river will take them straight to their destination – the underground slave market.
• Check what light source the PCs are using
The Underground River
(Skill challenge: 175 xp)
Level: 4th
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Dungeoneering, Nature, Acrobatics
Dungeoneering (DC 12): You are able to keep the boat on course in the dark tunnels despite the fast-flowing nature of the river. As you head north, the river widens as more water joins it from side passages.
Nature (DC 17): as Dungeoneering, this skill is less relevant so the DC is higher.
Acrobatics (DC 17): by leaning over in the right direction as the skiff hurtles through the darkness, you can keep yourselves afloat.
Success: Just before the PCs reach the underground lake, they must go over a waterfall. If they succeed on the challenge, they fly over it, landing safely with everyone still in the skiff!
Failure: The skiff shoots through the air, tipping the PCs out in all directions. Each PC loses a healing surge, must make a swim check (Athletics DC 10), climb back into the boat (another Athletics check DC 10) and is going to be at a disadvantage in the lake encounter.
Optional Encounter (600xp) - takes place during the skill challenge
• Stirges (6)
Moving around the skiff requires a balance check (DC 15), as does taking damage (see below). PCs fighting in the boat grant combat advantage to their enemies.
Balance: Part of a move action.
✦ DC: See the table.
✦ Success: You can move one-half your speed across a narrow or
unstable surface.
✦ Fail by 4 or Less: You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
✦ Fail by 5 or More: You fall off the surface (see “Falling,” page 284) and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface.
✦ Grant Combat Advantage: While you are balancing, enemies have combat advantage against you.
✦ Taking Damage: If you take damage, you must make a new Acrobatics check to remain standing.
PCs failing their Acrobatics check by 5 or more have a 50% chance of falling prone in the boat and a 50% chance of falling into the river.
• PCs falling into the river need to make an Athletics check (DC 15) to swim <PH p.183>. They will continue to move downstream roughly in line with the skiff if they don’t do anything
While fighting the stirges, one PC (“the pilot”) should try and keep control of the skiff. If the boat goes out of control, balance checks increase to Acrobatics DC 20. If the PC uses two move actions to pilot the boat, he can try and outrun any stirges not attached, moving the skiff 12 squares (Speed 6)
Any suggestions gratefully received!
Richard
I thought it would be fun to post my notes on the perilous trip down the underground river from the dungeons beneath Orloch Scragmane's tenement building <see Sellswords of Punjar> to the slave market.
The PCs can head down the underground river in the dungeons below the slum tenement [Sellswords, Area 2-6, p.27]. Controlling the slavers’ skiff is tricky but the PCs are unlikely to go wrong as the fast-moving river will take them straight to their destination – the underground slave market.
• Check what light source the PCs are using
The Underground River
(Skill challenge: 175 xp)
Level: 4th
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Dungeoneering, Nature, Acrobatics
Dungeoneering (DC 12): You are able to keep the boat on course in the dark tunnels despite the fast-flowing nature of the river. As you head north, the river widens as more water joins it from side passages.
Nature (DC 17): as Dungeoneering, this skill is less relevant so the DC is higher.
Acrobatics (DC 17): by leaning over in the right direction as the skiff hurtles through the darkness, you can keep yourselves afloat.
Success: Just before the PCs reach the underground lake, they must go over a waterfall. If they succeed on the challenge, they fly over it, landing safely with everyone still in the skiff!
Failure: The skiff shoots through the air, tipping the PCs out in all directions. Each PC loses a healing surge, must make a swim check (Athletics DC 10), climb back into the boat (another Athletics check DC 10) and is going to be at a disadvantage in the lake encounter.
Optional Encounter (600xp) - takes place during the skill challenge
• Stirges (6)
Moving around the skiff requires a balance check (DC 15), as does taking damage (see below). PCs fighting in the boat grant combat advantage to their enemies.
Balance: Part of a move action.
✦ DC: See the table.
✦ Success: You can move one-half your speed across a narrow or
unstable surface.
✦ Fail by 4 or Less: You stay in the square you started in and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
✦ Fail by 5 or More: You fall off the surface (see “Falling,” page 284) and lose the rest of your move action. If you are trying to move across an unstable surface that isn’t narrow, you instead fall prone in the square you started in. You can try again as part of a move action if you’re still on the surface.
✦ Grant Combat Advantage: While you are balancing, enemies have combat advantage against you.
✦ Taking Damage: If you take damage, you must make a new Acrobatics check to remain standing.
PCs failing their Acrobatics check by 5 or more have a 50% chance of falling prone in the boat and a 50% chance of falling into the river.
• PCs falling into the river need to make an Athletics check (DC 15) to swim <PH p.183>. They will continue to move downstream roughly in line with the skiff if they don’t do anything
While fighting the stirges, one PC (“the pilot”) should try and keep control of the skiff. If the boat goes out of control, balance checks increase to Acrobatics DC 20. If the PC uses two move actions to pilot the boat, he can try and outrun any stirges not attached, moving the skiff 12 squares (Speed 6)
Any suggestions gratefully received!
Richard