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<blockquote data-quote="Quickleaf" data-source="post: 7549309" data-attributes="member: 20323"><p>Yeah, Athletics checks (falling damage on failed check), grung jumping, <em>jump</em> or <em>plant growth</em> spell, <em>cape of the mountebank</em> – I imagine all those strategies/resources will come into play.</p><p></p><p>An aarakocra monk PC is actually joining the party, and he'll be the only one with flight capability so far. Not sure yet how I'd incorporate his flight into the earthmotes shortcut yet.</p><p></p><p></p><p>Hmm, yeah it could work that way. I was initially thinking it would be a side check just in case there wasn't enough going on with the earthmotes to engage all players; one of the 3 players with herbalism kit proficiency could search for stimulants while traveling. But I think I like your approach better.</p><p></p><p></p><p>Yes, that's the idea. With the caveat that I intend to have the exhaustion levels kick in only <em>after</em> the entire challenge is complete (i.e. all 3 shortcuts passed, for good or ill), because I don't want the PCs to be dealing with mass disadvantage on ability checks during a skill challenge.</p><p></p><p></p><p>Yeah, I'm torn about how to handle this. A sequence-of-events maps to river travel best, but that might be working at odds with my goal to wrap the entire skill challenge (all 3 shortcuts) up in around 60-75 minutes. That would probably work best with me presenting specific hazards/challenges.</p><p></p><p>As an abstract alternative, I was imagining having each player choose a "position" like forward lookout, manning the rudder, a pole-man to push off hazards with a pole / sound for depth, and a couple paddlers.</p><p></p><p></p><p>Hmm, I guess portraying an elevated road as hazardous seems kind of...milk toast...compared to #1 earthmotes where there's a <em>real</em> falling hazard. </p><p></p><p>I love the idea of an illusion disguising/warping the road! Brilliant!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7549309, member: 20323"] Yeah, Athletics checks (falling damage on failed check), grung jumping, [I]jump[/I] or [I]plant growth[/I] spell, [I]cape of the mountebank[/I] – I imagine all those strategies/resources will come into play. An aarakocra monk PC is actually joining the party, and he'll be the only one with flight capability so far. Not sure yet how I'd incorporate his flight into the earthmotes shortcut yet. Hmm, yeah it could work that way. I was initially thinking it would be a side check just in case there wasn't enough going on with the earthmotes to engage all players; one of the 3 players with herbalism kit proficiency could search for stimulants while traveling. But I think I like your approach better. Yes, that's the idea. With the caveat that I intend to have the exhaustion levels kick in only [I]after[/I] the entire challenge is complete (i.e. all 3 shortcuts passed, for good or ill), because I don't want the PCs to be dealing with mass disadvantage on ability checks during a skill challenge. Yeah, I'm torn about how to handle this. A sequence-of-events maps to river travel best, but that might be working at odds with my goal to wrap the entire skill challenge (all 3 shortcuts) up in around 60-75 minutes. That would probably work best with me presenting specific hazards/challenges. As an abstract alternative, I was imagining having each player choose a "position" like forward lookout, manning the rudder, a pole-man to push off hazards with a pole / sound for depth, and a couple paddlers. Hmm, I guess portraying an elevated road as hazardous seems kind of...milk toast...compared to #1 earthmotes where there's a [I]real[/I] falling hazard. I love the idea of an illusion disguising/warping the road! Brilliant! [/QUOTE]
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