EugeneZ
First Post
I will be using this thread to post my redesigned WotBS skill challenges. The skill challenges are my least favorite part of WotBS, but the fault for that lies squarely with WotC, whose own DMG and initial burst of adventures fared quite poorly with these. As my guide, I am using the new rules outlined in the DMG2, which themselves are largely based on my other source, Mike Mearls' "Ruling Skill Challenges" column in Dungeon. Lastly, the wisdom accumulated by myself and other DMs I've spoken with also comes into play here.
Finally, I would love for people to critique and outright change whole sections of these. I am by no means any good at this, so I'm hoping people will tell me what works and what doesn't, or, better yet, do the work for me and redesign some challenges themselves or rewrite sections of mine (or the entire thing!)
I'm going to try to do one a week but who knows how that will go. EnWorld, if you like these, feel free to contact me, I would love to talk to you about improving future challenges!
THIS WEEK: EXPLORING THE WHITE RIVER (WotBS #2: The Indomitable Fire Forest of Innenotdar)
Notes: Yes, some of you might notice traces of "Traveling the Rushing River" from DMG2 in this skill challenge. That's the base I started from and then changed it quite a bit to match the forest. For those who have already read the section on the river in the adventure, I left some of the text unchanged, but I suggest you read my version. Never-the-less, the most important information is that I have disallowed traveling the river by foot. Doing so would make the challenge useless. I suggest you very strongly discourage the players from doing so, via large amounts of fire damage.
Just make clear that the banks are covered with burning tree bits and such. The upshot of all this is you MUST remember to tell your players about boats by the bridge-fort when you describe the location!
Exploring the White River
The White River is 30 to 90 feet wide and about eight feet lower than normal, making paddling difficult. The riverbanks are approximately 10 feet wide, and covered with burning brush and tree branches swept away from the forest. Occassionally a tree branch or errant leaf lands amidst the river, causing a loud hiss and spout of steam. Thus, the PCs must use the broken-down old boats by the bridge-fort to make the trek. One boat can fit four, and there are three boats in various state of disrepair. If a PC wishes to immediately patch the boat, refer to the Thievery skill in the "Entire Challenge" section below for DC and what this means to the challenge.
The river flows from the northeast and heads southwest. A DC 12 Dungeoneering or Nature check with the maps gives good estimates of the distances between the mouth of the river, the fort-bridge, and the seela village.
It is twelve miles from the bridge-fort to the Mouth of the White River, and eight miles downstream to the seela village. It takes eight hours to complete the upriver journey. A downriver trip can be done in six hours. The southwestern journey from the bridge-fort is a little faster; travel times are two-thirds those of the journey northeast (upriver from the seela village takes five hours, downriver about four hours).
Traveling to the mouth of the White River is a complexity 5 skill challenge and a trip to the seela village is a complexity 3 challenge. Once a round trip has been completed for a section, feel free to simplify subsequent travel.
Every success by the heroes moves them one mile towards their destination. The distance between stages is marked. This is not an exact measure, and thus you may find the need to adjust or completely omit certain stages. For example, the downriver rapids section may take longer than 4 successes, if many players fall off their boat. Feel free to shorten the subsequent stage.
Each failure stops their forward progress and adds 1d6×10 minutes to the trip. If the whole skill challenge fails, the heroes lose a healing surge each due to the strain of the trip. The skill challenge stops when the journey’s full distance is met. Regardless of the first skill challenge’s success or failure, award the XP at the end as if the skill challenge had been initially successful.
If the heroes travel to see Nelle and return, they will have performed two complexity 5, level 6 skill challenges. Likewise, a trip to the seela village and back requires two complexity 3, level 6 skill challenges. Both round trips therefore yield a total of (2×1,250) + (2×750) = 4,000 XP.
The skill challenge outlines a number of sections of the river. They are numbered One through Eight, starting from the mouth. Thus, going from the bridge-fort to the mouth of the White River will engage sections Five though One, and One through Five when returning. Continuing on to the seela villa will engage the PCs in sections Six through Eight, and Eight through Six on the return to the bridge-fort.
Entire Challenge
These skills can be used at any point during the challenge, unless otherwise noted.
Primary Skills: Athletics, History, Nature, Thievery, Dungeoneering.
Nature (DC 12): The character helps navigate the twisting, branching sections of the river.
Athletics (DC 12): A character tries to paddle the group forward. The riverbed varies in depth throughout the stages, thus this DC is sometimes modified within a particular stage.
History (DC 17): The character recalls a map of this section of the river, which helps the PCs navigate.
Thievery or Dungeoneering (DC 12): A character works to repair the damage done to the boat and oars. This success has an effect on various stages of the challenge. It can only be completed once and awards the party a single success in the challenge.
Secondary Skills: Endurance.
Endurance (DC 12): The character stays alert despite the rigors of the journey. This doesn't give any successes, but the character can reroll one failed skill check later in the challenge. A character can only use this skill in this way once per challenge.
Section One: Mouth of the White River (2 miles)
This is the first section of the river as it enters the forest.
Downriver: If a character gains two successes with the History skill, the character remembers that rapids lie ahead, and each character gains a +2 bonus to Acrobatics or Athletic checks to avoid falling off the raft at the start of Section Two.
Primary Skills: History, Nature
Nature (DC 7): It's easier to navigate here, where the waters are wide and calm. Use this DC instead of the one in the "Entire Challenge" section.
Athletics (DC 7): It's also easier to paddle here, where the river is closer to the source and hence slightly wider and deeper. Use this DC instead of the one in the "Entire Challenge" section.
Upriver: On the PCs first trip up, Indomitability becomes worried the PCs wish to escape the forest. This is especially true if they have made a pact with him, but even if they rejected his offer, he still believes they are his best hope of freedom and won't pass up the opportunity to harass them before they leave (as he sees it). In case the offer was rejected, the dialog below may need to be adjusted. On subsequent upriver trips, use the downriver info.
When the PCs enter this stage, read:
Just as you enter the final leg of your journey, flames obscure your view. Your boat is encircled with a circle of fire. A familiar set of bright red eyes, angled into an expression of fury, peers at you from within the flames. The voice once again enters your minds: "Fools! Do you believe you can escape the forest without my permission? Do not seek to escape me!"
Primary Skills: Diplomacy, Intimidate, Bluff.
Diplomacy (DC 12): The PC tries to convince Indomitability that they must travel to the mouth to fulfill their contract with him, or if there is no contract, that they do not mean to leave (this is a Bluff check if it isn't true). Indomitability is wary because he feels he is on the ropes, so this actually does not work as well as a straight bluff.
Intimidate (DC 17): Indomitability is tough to intimidate, but he would find it hard to argue with a well worded reminder that he hasn't done anything to PCs yet.
Bluff (DC 7): The PCs lie about the purpose of their trip to the mouth, and assure Indomitability that they will return. Indomitability has been trapped a long time and there is not much he can do to truly prevent the PCs escape, and he, uncharacteristically, believes them easily (or, at least, can't argue).
Secondary Skills: Insight.
Insight (DC 12): A character hears the desperate tone in Indomitability's voice and they know it's much easier to bluff him than try and intimidate him. This skill does not grant any successes or failures for the challenge.
Section Two: Rapids (4 miles)
Soon after the PCs leave the mouth, they run into the rapids, where the water tumbles downwards, making for a treacherous trip down and a strenuous trip up.
Downriver: When the PCs reach this area, read:
All around you, the water begins to churn, becoming white with foam. You couldn't even see the rapids until they were right upon you. As waves of rough water crash against the jagged rocks all around you, the voices of the forest raises in tragic song for a brief moment, as if the trees themselves lull you to a watery grave.
When the characters enter this area, each makes an Acrobatics or Athletics check (DC 17, or DC 22 if the raft hasn't been repaired). A character who fails this check falls in the water. This check doesn't give any successes or failures, but sets up the skills for this part of the challenge.
Primary Skills: Acrobatics, Athletics, Endurance.
Acrobatics (DC 12): A character on the raft can make Acrobatics checks to keep the raft on course and stay balanced. This skill can be used to gain 2 successes in this challenge.
Athletics (DC 17): A character who has fallen into the water can swim to get back on the raft or get through the rapids safely. Each character who has fallen in the water can gain up to 1 success in the challenge this way.
Endurance (DC 17): Any character can attempt this skill to weather the rapids, and each can gain up to 1 success doing so.
Secondary Skills: Athletics.
Athletics (DC 7): A character on the raft can choose to help a character in the water making an Athletics or Endurance check by reaching into the water. That character gets a +5 bonus on their check. This skill does not grant any successes or failures for the challenge.
Upriver: When the PCs reach this area, read:
The upriver journey so far has been relatively easy but suddenly the current is against you and the boat begins to slow.
Primary Skills: Athletics, Insight, Nature.
Athletics (DC 17): Paddling here is extremely hard. When a character attempts to paddle, they must succeed at a DC 17 Endurance check from the secondary skills list in addition. To obtain a success, the character must pass both checks.
Insight or Nature (DC 12): A character identifies these as rapids going against them. If a characters expresses this knowledge based on the information given without making a check, award a success. The party can only ever gain one success this way, since it becomes obvious on the first downriver trip.
Secondary Skills: Endurance, Heal.
Endurance (DC 17): See description of Athletics primary skill above.
Heal (DC 7): A character can use their healing abilities to steady a rower, giving them a +2 bonus to both the athletics and endurance check. This skill does not grant any successes or failures for the challenge.
Section Three: Respite (2 miles)
This is the most relaxing portion of the journey. However, characters can use to either recover from the rapids if they're traveling downriver or prepare for them if they are headed upriver.
Downriver: When the characters arrive here, read:
The river subsides just as suddenly as it became dangerous. The water is calm, allowing for a respite.
Upriver: When the characters arrive at this stage, read:
The river straightens and becomes peaceful. The sound of the water subsides, the almost peaceful hum of the fires coming to fore.
Primary Skills: Use the generic skills in the "Entire Challenge" section.
Secondary Skills: Endurance, Heal.
Endurance or Heal (DC 17): The characters can use this opportunity to rest up. Success on this check can erase failures. Use your discretion if this makes the challenge to easy. However, failure on this skill does not grant a failure in the challenge.
Section Four: Winding River (2 miles)
The river winds dangerously as it approaches the village and bridge-fort.
As the PCs approach this area, read:
The river begins to twist like a snake, and your boat begins to sway dangerously as it follows the winding current.
Primary Skills: Acrobatics, Perception.
Acrobatics (DC 12): A character leans in a direction that stabilizes the boat.
Perception (DC 7): A character observes the boat's path and allows the party to predict the curve of the river, allowing for a smooth trip.
Secondary Skills: As in "Entire Challenge."
Section Five: Bridge-Fort North (2 miles)
This section of the river has the burnt remainders of piers formerly used by the village, and the characters must navigate around them.
As the PCs enter this section, read:
The river is slow and steady here as the fort and various burnt piers and other artifacts of former life here float just beneath the steamy waters.
Primary Skills: Dungeoneering, Nature, Perception.
Dungeoneering (DC 12): A character's ability to observe the engineering of structures allows them to predict the dangerous areas of the river, where bits of pier might be lurking to snag their boat.
Nature (DC 17): It is harder to navigate here, where progress is often halted by unnatural obstacles.
Perception (DC 7): A character watches the water carefully to watch for obstacles.
Secondary Skills: As in "Entire Challenge".
Section Six: Bridge-Fort South (2 miles)
Similar to the fifth section, this part of the river requires the characters to navigate around the man-made obstacles like the bridge-fort itself, which blocks half the river, and old pillars which were being constructed forty years ago for the raising of a dam. Use the skills presented in Section Five to navigate these.
Section Seven: Fallen Tree (2 miles)
It is rare that trees fall since the nature of the fire means all natural things with Indomitability's essence are protected from death. However, this particular tree was subject to experiments by the forest natives some years ago and managed to land in a position to block the river. Not being an issue for the Seela, who fly over it, no one has been around to clear the obstacle.
When the PCs enter this area, read:
As the river takes a turn, a enormous tree trunk comes into view, lying across both banks. The water is thick with ash where the burning trunk's shadow falls.
Primary Skills: Arcana, Athletics, Stealth.
Arcana (DC 12): If a character tries to blast the trunk with arcane power, use this skill check instead of an attack roll. A successful check means the character aimed the spell at the correct part of the trunk, which splits easily, being brittle. If a character tries to use a Divine power, you may substitute a Religion check in a similar manner, at your discretion.
Athletics (DC 17): A character uses a Martial or Primal power or simply cut, chop, or break through the tree in some way. Use this skill check instead of an attack roll. This is harder than aiming a spell of some sort at the trunk, but the tree is brittle enough to give way.
Stealth (DC 12): A character uses his ability to stay still and lay in the boat so as to slide under the trunk.
Secondary Skills: Perception.
Perception (DC 7): A character identifies the bottom of the trunk as just being at boat level, meaning the boat will safely make it under but nothing above the rim. A successful check also tells the character that jumping the trunk would be extremely difficult considering the height of the tree and it's fiery state. This check does not grant successes or failures, but a success grants all PCs a +2 bonus on other checks made in this stage.
Section Eight: Shallows (4 miles)
When PCs enter this area, read:
The river becomes more of a stream here, and it is clear that much of the water here has evaporated over the years. The scratching of sand on the bottom of your boat is almost constant.
Primary Skills: Athletics, Nature, Perception.
Athletics (DC 17): It is particularily hard to paddle here.
Nature (DC 17): Navigation in this section is hard, considering it hardly resembles a river.
Perception (DC 7): A watchful character can guide the boat past sandbars and into deeper waters, when possible.
Secondary Skills: Insight.
Insight (DC 12): A successful check allows a character to come to the realization that walking this section may be substantially easier than boating, if the party wishes to sacrifice time. Use of this skill grants no successes or failures.
Special: If characters simply get out of the boat and walk this section, increase the time of the trip by two hours, but automatically give them 3 successes or less, if they need less to finish the challenge.
Hope you enjoyed it!
Finally, I would love for people to critique and outright change whole sections of these. I am by no means any good at this, so I'm hoping people will tell me what works and what doesn't, or, better yet, do the work for me and redesign some challenges themselves or rewrite sections of mine (or the entire thing!)
I'm going to try to do one a week but who knows how that will go. EnWorld, if you like these, feel free to contact me, I would love to talk to you about improving future challenges!

THIS WEEK: EXPLORING THE WHITE RIVER (WotBS #2: The Indomitable Fire Forest of Innenotdar)
Notes: Yes, some of you might notice traces of "Traveling the Rushing River" from DMG2 in this skill challenge. That's the base I started from and then changed it quite a bit to match the forest. For those who have already read the section on the river in the adventure, I left some of the text unchanged, but I suggest you read my version. Never-the-less, the most important information is that I have disallowed traveling the river by foot. Doing so would make the challenge useless. I suggest you very strongly discourage the players from doing so, via large amounts of fire damage.

Exploring the White River
The White River is 30 to 90 feet wide and about eight feet lower than normal, making paddling difficult. The riverbanks are approximately 10 feet wide, and covered with burning brush and tree branches swept away from the forest. Occassionally a tree branch or errant leaf lands amidst the river, causing a loud hiss and spout of steam. Thus, the PCs must use the broken-down old boats by the bridge-fort to make the trek. One boat can fit four, and there are three boats in various state of disrepair. If a PC wishes to immediately patch the boat, refer to the Thievery skill in the "Entire Challenge" section below for DC and what this means to the challenge.
The river flows from the northeast and heads southwest. A DC 12 Dungeoneering or Nature check with the maps gives good estimates of the distances between the mouth of the river, the fort-bridge, and the seela village.
It is twelve miles from the bridge-fort to the Mouth of the White River, and eight miles downstream to the seela village. It takes eight hours to complete the upriver journey. A downriver trip can be done in six hours. The southwestern journey from the bridge-fort is a little faster; travel times are two-thirds those of the journey northeast (upriver from the seela village takes five hours, downriver about four hours).
Traveling to the mouth of the White River is a complexity 5 skill challenge and a trip to the seela village is a complexity 3 challenge. Once a round trip has been completed for a section, feel free to simplify subsequent travel.
Every success by the heroes moves them one mile towards their destination. The distance between stages is marked. This is not an exact measure, and thus you may find the need to adjust or completely omit certain stages. For example, the downriver rapids section may take longer than 4 successes, if many players fall off their boat. Feel free to shorten the subsequent stage.
Each failure stops their forward progress and adds 1d6×10 minutes to the trip. If the whole skill challenge fails, the heroes lose a healing surge each due to the strain of the trip. The skill challenge stops when the journey’s full distance is met. Regardless of the first skill challenge’s success or failure, award the XP at the end as if the skill challenge had been initially successful.
If the heroes travel to see Nelle and return, they will have performed two complexity 5, level 6 skill challenges. Likewise, a trip to the seela village and back requires two complexity 3, level 6 skill challenges. Both round trips therefore yield a total of (2×1,250) + (2×750) = 4,000 XP.
The skill challenge outlines a number of sections of the river. They are numbered One through Eight, starting from the mouth. Thus, going from the bridge-fort to the mouth of the White River will engage sections Five though One, and One through Five when returning. Continuing on to the seela villa will engage the PCs in sections Six through Eight, and Eight through Six on the return to the bridge-fort.
Entire Challenge
These skills can be used at any point during the challenge, unless otherwise noted.
Primary Skills: Athletics, History, Nature, Thievery, Dungeoneering.
Nature (DC 12): The character helps navigate the twisting, branching sections of the river.
Athletics (DC 12): A character tries to paddle the group forward. The riverbed varies in depth throughout the stages, thus this DC is sometimes modified within a particular stage.
History (DC 17): The character recalls a map of this section of the river, which helps the PCs navigate.
Thievery or Dungeoneering (DC 12): A character works to repair the damage done to the boat and oars. This success has an effect on various stages of the challenge. It can only be completed once and awards the party a single success in the challenge.
Secondary Skills: Endurance.
Endurance (DC 12): The character stays alert despite the rigors of the journey. This doesn't give any successes, but the character can reroll one failed skill check later in the challenge. A character can only use this skill in this way once per challenge.
Section One: Mouth of the White River (2 miles)
This is the first section of the river as it enters the forest.
Downriver: If a character gains two successes with the History skill, the character remembers that rapids lie ahead, and each character gains a +2 bonus to Acrobatics or Athletic checks to avoid falling off the raft at the start of Section Two.
Primary Skills: History, Nature
Nature (DC 7): It's easier to navigate here, where the waters are wide and calm. Use this DC instead of the one in the "Entire Challenge" section.
Athletics (DC 7): It's also easier to paddle here, where the river is closer to the source and hence slightly wider and deeper. Use this DC instead of the one in the "Entire Challenge" section.
Upriver: On the PCs first trip up, Indomitability becomes worried the PCs wish to escape the forest. This is especially true if they have made a pact with him, but even if they rejected his offer, he still believes they are his best hope of freedom and won't pass up the opportunity to harass them before they leave (as he sees it). In case the offer was rejected, the dialog below may need to be adjusted. On subsequent upriver trips, use the downriver info.
When the PCs enter this stage, read:
Just as you enter the final leg of your journey, flames obscure your view. Your boat is encircled with a circle of fire. A familiar set of bright red eyes, angled into an expression of fury, peers at you from within the flames. The voice once again enters your minds: "Fools! Do you believe you can escape the forest without my permission? Do not seek to escape me!"
Primary Skills: Diplomacy, Intimidate, Bluff.
Diplomacy (DC 12): The PC tries to convince Indomitability that they must travel to the mouth to fulfill their contract with him, or if there is no contract, that they do not mean to leave (this is a Bluff check if it isn't true). Indomitability is wary because he feels he is on the ropes, so this actually does not work as well as a straight bluff.
Intimidate (DC 17): Indomitability is tough to intimidate, but he would find it hard to argue with a well worded reminder that he hasn't done anything to PCs yet.
Bluff (DC 7): The PCs lie about the purpose of their trip to the mouth, and assure Indomitability that they will return. Indomitability has been trapped a long time and there is not much he can do to truly prevent the PCs escape, and he, uncharacteristically, believes them easily (or, at least, can't argue).
Secondary Skills: Insight.
Insight (DC 12): A character hears the desperate tone in Indomitability's voice and they know it's much easier to bluff him than try and intimidate him. This skill does not grant any successes or failures for the challenge.
Section Two: Rapids (4 miles)
Soon after the PCs leave the mouth, they run into the rapids, where the water tumbles downwards, making for a treacherous trip down and a strenuous trip up.
Downriver: When the PCs reach this area, read:
All around you, the water begins to churn, becoming white with foam. You couldn't even see the rapids until they were right upon you. As waves of rough water crash against the jagged rocks all around you, the voices of the forest raises in tragic song for a brief moment, as if the trees themselves lull you to a watery grave.
When the characters enter this area, each makes an Acrobatics or Athletics check (DC 17, or DC 22 if the raft hasn't been repaired). A character who fails this check falls in the water. This check doesn't give any successes or failures, but sets up the skills for this part of the challenge.
Primary Skills: Acrobatics, Athletics, Endurance.
Acrobatics (DC 12): A character on the raft can make Acrobatics checks to keep the raft on course and stay balanced. This skill can be used to gain 2 successes in this challenge.
Athletics (DC 17): A character who has fallen into the water can swim to get back on the raft or get through the rapids safely. Each character who has fallen in the water can gain up to 1 success in the challenge this way.
Endurance (DC 17): Any character can attempt this skill to weather the rapids, and each can gain up to 1 success doing so.
Secondary Skills: Athletics.
Athletics (DC 7): A character on the raft can choose to help a character in the water making an Athletics or Endurance check by reaching into the water. That character gets a +5 bonus on their check. This skill does not grant any successes or failures for the challenge.
Upriver: When the PCs reach this area, read:
The upriver journey so far has been relatively easy but suddenly the current is against you and the boat begins to slow.
Primary Skills: Athletics, Insight, Nature.
Athletics (DC 17): Paddling here is extremely hard. When a character attempts to paddle, they must succeed at a DC 17 Endurance check from the secondary skills list in addition. To obtain a success, the character must pass both checks.
Insight or Nature (DC 12): A character identifies these as rapids going against them. If a characters expresses this knowledge based on the information given without making a check, award a success. The party can only ever gain one success this way, since it becomes obvious on the first downriver trip.
Secondary Skills: Endurance, Heal.
Endurance (DC 17): See description of Athletics primary skill above.
Heal (DC 7): A character can use their healing abilities to steady a rower, giving them a +2 bonus to both the athletics and endurance check. This skill does not grant any successes or failures for the challenge.
Section Three: Respite (2 miles)
This is the most relaxing portion of the journey. However, characters can use to either recover from the rapids if they're traveling downriver or prepare for them if they are headed upriver.
Downriver: When the characters arrive here, read:
The river subsides just as suddenly as it became dangerous. The water is calm, allowing for a respite.
Upriver: When the characters arrive at this stage, read:
The river straightens and becomes peaceful. The sound of the water subsides, the almost peaceful hum of the fires coming to fore.
Primary Skills: Use the generic skills in the "Entire Challenge" section.
Secondary Skills: Endurance, Heal.
Endurance or Heal (DC 17): The characters can use this opportunity to rest up. Success on this check can erase failures. Use your discretion if this makes the challenge to easy. However, failure on this skill does not grant a failure in the challenge.
Section Four: Winding River (2 miles)
The river winds dangerously as it approaches the village and bridge-fort.
As the PCs approach this area, read:
The river begins to twist like a snake, and your boat begins to sway dangerously as it follows the winding current.
Primary Skills: Acrobatics, Perception.
Acrobatics (DC 12): A character leans in a direction that stabilizes the boat.
Perception (DC 7): A character observes the boat's path and allows the party to predict the curve of the river, allowing for a smooth trip.
Secondary Skills: As in "Entire Challenge."
Section Five: Bridge-Fort North (2 miles)
This section of the river has the burnt remainders of piers formerly used by the village, and the characters must navigate around them.
As the PCs enter this section, read:
The river is slow and steady here as the fort and various burnt piers and other artifacts of former life here float just beneath the steamy waters.
Primary Skills: Dungeoneering, Nature, Perception.
Dungeoneering (DC 12): A character's ability to observe the engineering of structures allows them to predict the dangerous areas of the river, where bits of pier might be lurking to snag their boat.
Nature (DC 17): It is harder to navigate here, where progress is often halted by unnatural obstacles.
Perception (DC 7): A character watches the water carefully to watch for obstacles.
Secondary Skills: As in "Entire Challenge".
Section Six: Bridge-Fort South (2 miles)
Similar to the fifth section, this part of the river requires the characters to navigate around the man-made obstacles like the bridge-fort itself, which blocks half the river, and old pillars which were being constructed forty years ago for the raising of a dam. Use the skills presented in Section Five to navigate these.
Section Seven: Fallen Tree (2 miles)
It is rare that trees fall since the nature of the fire means all natural things with Indomitability's essence are protected from death. However, this particular tree was subject to experiments by the forest natives some years ago and managed to land in a position to block the river. Not being an issue for the Seela, who fly over it, no one has been around to clear the obstacle.
When the PCs enter this area, read:
As the river takes a turn, a enormous tree trunk comes into view, lying across both banks. The water is thick with ash where the burning trunk's shadow falls.
Primary Skills: Arcana, Athletics, Stealth.
Arcana (DC 12): If a character tries to blast the trunk with arcane power, use this skill check instead of an attack roll. A successful check means the character aimed the spell at the correct part of the trunk, which splits easily, being brittle. If a character tries to use a Divine power, you may substitute a Religion check in a similar manner, at your discretion.
Athletics (DC 17): A character uses a Martial or Primal power or simply cut, chop, or break through the tree in some way. Use this skill check instead of an attack roll. This is harder than aiming a spell of some sort at the trunk, but the tree is brittle enough to give way.
Stealth (DC 12): A character uses his ability to stay still and lay in the boat so as to slide under the trunk.
Secondary Skills: Perception.
Perception (DC 7): A character identifies the bottom of the trunk as just being at boat level, meaning the boat will safely make it under but nothing above the rim. A successful check also tells the character that jumping the trunk would be extremely difficult considering the height of the tree and it's fiery state. This check does not grant successes or failures, but a success grants all PCs a +2 bonus on other checks made in this stage.
Section Eight: Shallows (4 miles)
When PCs enter this area, read:
The river becomes more of a stream here, and it is clear that much of the water here has evaporated over the years. The scratching of sand on the bottom of your boat is almost constant.
Primary Skills: Athletics, Nature, Perception.
Athletics (DC 17): It is particularily hard to paddle here.
Nature (DC 17): Navigation in this section is hard, considering it hardly resembles a river.
Perception (DC 7): A watchful character can guide the boat past sandbars and into deeper waters, when possible.
Secondary Skills: Insight.
Insight (DC 12): A successful check allows a character to come to the realization that walking this section may be substantially easier than boating, if the party wishes to sacrifice time. Use of this skill grants no successes or failures.
Special: If characters simply get out of the boat and walk this section, increase the time of the trip by two hours, but automatically give them 3 successes or less, if they need less to finish the challenge.
Hope you enjoyed it!
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