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Storm at Sea Skill Challenge
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<blockquote data-quote="Stormonu" data-source="post: 8469258" data-attributes="member: 52734"><p>Could go with a hybrid of 4E's skill challenge.</p><p></p><p>As [USER=3400]@billd91[/USER] stated, looks like there is 5 activities for the characters to accomplish. You could go round-robin around the table, having each PC make a check towards one of the five activities. PC's have to X (say 3 or 5) many successes before 3 failures on each activity.</p><p></p><p>Some ideas for checks:</p><p></p><p>1) Keep their ship afloat</p><p> - Make a Strength check, using Carpentry tools to repair damage caused by the storm</p><p> - Make a Dexterity check, bailing water from the hold of the ship</p><p> - Make a Perception (Wis) check to watch for rogue waves</p><p> - Make a Persuasion (Cha) check to direct the crew to preserve the ship</p><p> - etc.</p><p></p><p>Failures indicates damage to the ship and/or water being taken on. After the 3rd loss, the ship begins to flounder and will sink if emergency measures are not taken (perhaps autofailing all other actions).</p><p></p><p>2) Preserve their crew</p><p> - Make a Persuasion (Cha) check to issue warnings to crew members</p><p> - Make an Athletics (Str) check to save someone from going over the side</p><p> - Make an Acrobatics (Dex) check to navigate the deck and help a crewmate</p><p> - Make a Performance (Cha) check to get a work chant going to aid the crew co-ordinate their efforts.</p><p> - Make a Survival (Wis) check to keep from being battered on deck</p><p> - Make a Constitution save to keep from being nauseated on the rolling deck</p><p> - etc.</p><p></p><p>Success indicates the crew works effieciently, allowing them to help with other duties, giving advantage on one other check for the turn. Failure indicates the crew takes losses - perhaps someone of import (Captain, Bosun, Cook, Surgeon, etc.) each additional failure past the 3rd indicates additional crew losses.</p><p></p><p>3) Keep the pirate ship successfully in tow</p><p></p><p> - Make a Strength check to keep the towed ship in line</p><p> - Make a Nature (Int) check to sense how the ship should steered so the towed ship isn't swamped</p><p> - Make a Perception (Wis) check to see the state of the towed ship in the storm</p><p> - etc.</p><p></p><p>Success means the pirate ship is kept in line/brought in close, and possibly can be used to repair the main boat or keep her bouyant while repairs are made. Failure indicates the towed ship begins to adversely affect the main ship, adding an automatic failure to one other action per turn until cut loose or somehow fixed.</p><p></p><p>4) Keep the pirates pressed into the crew under control</p><p></p><ul> <li data-xf-list-type="ul">Make a Deception (Cha) check to placate the pirates with false promises</li> <li data-xf-list-type="ul">Make an Insight (Wis) check to keep the pirates from becoming unruly</li> <li data-xf-list-type="ul">Make an Intimidate (Str/Cha) check to scare the pirates into behaving</li> <li data-xf-list-type="ul">Make a Weapon attack with a bludgeoning weapon (such as a whip or belaying pin) to cow the pirates into behaving</li> <li data-xf-list-type="ul">etc.</li> </ul><p></p><p>Success means the pirate crew realizes that it is in their best interest to help navigate through the storm, and grant advantage on one check a turn to keep the ship afloat or preserve the crew. Failure indicates a mutiny of sorts, either making the other actions more difficult or a fight breaking out.</p><p></p><p>5) Keep the pirate captain in custody</p><p></p><ul> <li data-xf-list-type="ul">Make an Insight (Wis) to keep an eye on the captain</li> <li data-xf-list-type="ul">Make an Intimidate (Str/Cha) to keep the captain in line</li> <li data-xf-list-type="ul">Make a Weapon attack to daze the captain</li> <li data-xf-list-type="ul">etc.</li> </ul><p></p><p>Success might mean he offers advice on how to tow the pirate ship or keep the pirate crew in line, giving advantage on those checks. Failure means the captain escapes his bonds, and can begin making trouble (perhaps disadvantage on towing the pirate ship or keeping the pirate crew in line)</p><p></p><p>At the end of each go-around, whatever activity (1-5) didn't have the PC's take action, gains a strike/failure/complication against it. The party will have to keep multiple plates spinning to</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8469258, member: 52734"] Could go with a hybrid of 4E's skill challenge. As [USER=3400]@billd91[/USER] stated, looks like there is 5 activities for the characters to accomplish. You could go round-robin around the table, having each PC make a check towards one of the five activities. PC's have to X (say 3 or 5) many successes before 3 failures on each activity. Some ideas for checks: 1) Keep their ship afloat - Make a Strength check, using Carpentry tools to repair damage caused by the storm - Make a Dexterity check, bailing water from the hold of the ship - Make a Perception (Wis) check to watch for rogue waves - Make a Persuasion (Cha) check to direct the crew to preserve the ship - etc. Failures indicates damage to the ship and/or water being taken on. After the 3rd loss, the ship begins to flounder and will sink if emergency measures are not taken (perhaps autofailing all other actions). 2) Preserve their crew - Make a Persuasion (Cha) check to issue warnings to crew members - Make an Athletics (Str) check to save someone from going over the side - Make an Acrobatics (Dex) check to navigate the deck and help a crewmate - Make a Performance (Cha) check to get a work chant going to aid the crew co-ordinate their efforts. - Make a Survival (Wis) check to keep from being battered on deck - Make a Constitution save to keep from being nauseated on the rolling deck - etc. Success indicates the crew works effieciently, allowing them to help with other duties, giving advantage on one other check for the turn. Failure indicates the crew takes losses - perhaps someone of import (Captain, Bosun, Cook, Surgeon, etc.) each additional failure past the 3rd indicates additional crew losses. 3) Keep the pirate ship successfully in tow - Make a Strength check to keep the towed ship in line - Make a Nature (Int) check to sense how the ship should steered so the towed ship isn't swamped - Make a Perception (Wis) check to see the state of the towed ship in the storm - etc. Success means the pirate ship is kept in line/brought in close, and possibly can be used to repair the main boat or keep her bouyant while repairs are made. Failure indicates the towed ship begins to adversely affect the main ship, adding an automatic failure to one other action per turn until cut loose or somehow fixed. 4) Keep the pirates pressed into the crew under control [LIST] [*]Make a Deception (Cha) check to placate the pirates with false promises [*]Make an Insight (Wis) check to keep the pirates from becoming unruly [*]Make an Intimidate (Str/Cha) check to scare the pirates into behaving [*]Make a Weapon attack with a bludgeoning weapon (such as a whip or belaying pin) to cow the pirates into behaving [*]etc. [/LIST] Success means the pirate crew realizes that it is in their best interest to help navigate through the storm, and grant advantage on one check a turn to keep the ship afloat or preserve the crew. Failure indicates a mutiny of sorts, either making the other actions more difficult or a fight breaking out. 5) Keep the pirate captain in custody [LIST] [*]Make an Insight (Wis) to keep an eye on the captain [*]Make an Intimidate (Str/Cha) to keep the captain in line [*]Make a Weapon attack to daze the captain [*]etc. [/LIST] Success might mean he offers advice on how to tow the pirate ship or keep the pirate crew in line, giving advantage on those checks. Failure means the captain escapes his bonds, and can begin making trouble (perhaps disadvantage on towing the pirate ship or keeping the pirate crew in line) At the end of each go-around, whatever activity (1-5) didn't have the PC's take action, gains a strike/failure/complication against it. The party will have to keep multiple plates spinning to [/QUOTE]
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