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Riding a Roc - need help designing a skill challenge
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<blockquote data-quote="Paul Farquhar" data-source="post: 8429317" data-attributes="member: 6906155"><p>You might take this approach:</p><p></p><p>[SPOILER='copy-pasted from "The Witch Queen's Begotten"']if the adventurers try to outrun the astral dreadnought, Janara takes the helm and pilots the vessel. However, she needs help from the adventurers, who must draw on their unique mix of skills to assist her. This calls for a series of skill checks, which is handled as follows. Have the players roll initiative. On their turn, each player must nominate which skill they are using, and describe how it helps them outrun the dreadnought. The player then makes a DC 15 skill check and adds it to a running tally of the results. This continues until the party meets the success or failure conditions (see below). Restrictions. There are some restrictions on which skills can be chosen. A player cannot choose a skill that they chose last round, and they cannot choose a skill that the player immediately preceding them in the initiative order chose. This reflects the fact that a variety of skills is needed to overcome a heroic challenge. Skill ideas. It may not be apparent at first to the players how they can assist Janara but encourage them to be creative and allow them to push the boundaries of a skill. For example, a character might use Perception to spot some floating debris they can dodge around, Athletics to secure some loose rigging on the astral skiff, Arcana to tinker with the propulsion unit, Persuasion to encourage Janara, Insight to predict the monster’s next move, and so on. Don’t be afraid to award inspiration for a particularly brilliant suggestion. Success. If the party accrues 8 successes, they outrun the astral dreadnought. If they are in Titans End, this means they leave the dreadnought behind. If they are in the astral skiff, it means they clear the forbiddance zone, and Janara can planeshift them back to the Material Plane. Failure. If they accrue 3 failures, the dreadnought catches them and tears their vessel apart, inflicting 5d10 bludgeoning damage on each adventurer (make a successful Dexterity saving throw for half damage). The dreadnought then either turns and searches for the adventurers amidst the debris or simply plow on into the void. Your call.[/SPOILER]</p><p></p><p>It might be worth adding that I did run this with my players. They quite enjoyed it, but failed and had to fight the monster.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8429317, member: 6906155"] You might take this approach: [SPOILER='copy-pasted from "The Witch Queen's Begotten"']if the adventurers try to outrun the astral dreadnought, Janara takes the helm and pilots the vessel. However, she needs help from the adventurers, who must draw on their unique mix of skills to assist her. This calls for a series of skill checks, which is handled as follows. Have the players roll initiative. On their turn, each player must nominate which skill they are using, and describe how it helps them outrun the dreadnought. The player then makes a DC 15 skill check and adds it to a running tally of the results. This continues until the party meets the success or failure conditions (see below). Restrictions. There are some restrictions on which skills can be chosen. A player cannot choose a skill that they chose last round, and they cannot choose a skill that the player immediately preceding them in the initiative order chose. This reflects the fact that a variety of skills is needed to overcome a heroic challenge. Skill ideas. It may not be apparent at first to the players how they can assist Janara but encourage them to be creative and allow them to push the boundaries of a skill. For example, a character might use Perception to spot some floating debris they can dodge around, Athletics to secure some loose rigging on the astral skiff, Arcana to tinker with the propulsion unit, Persuasion to encourage Janara, Insight to predict the monster’s next move, and so on. Don’t be afraid to award inspiration for a particularly brilliant suggestion. Success. If the party accrues 8 successes, they outrun the astral dreadnought. If they are in Titans End, this means they leave the dreadnought behind. If they are in the astral skiff, it means they clear the forbiddance zone, and Janara can planeshift them back to the Material Plane. Failure. If they accrue 3 failures, the dreadnought catches them and tears their vessel apart, inflicting 5d10 bludgeoning damage on each adventurer (make a successful Dexterity saving throw for half damage). The dreadnought then either turns and searches for the adventurers amidst the debris or simply plow on into the void. Your call.[/SPOILER] It might be worth adding that I did run this with my players. They quite enjoyed it, but failed and had to fight the monster. [/QUOTE]
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