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Storm at Sea Skill Challenge
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<blockquote data-quote="pukunui" data-source="post: 8475251" data-attributes="member: 54629"><p>OK so I ended up keeping it fairly simple and used the rules from <em>Ghosts of Saltmarsh</em>. No dice pools or anything this time, although I’ll definitely keep that in my toolbox for future consideration, as I do quite like the idea.</p><p></p><p>In this case, I set the crew quality score to 3 to start with, then gave them the chance to raise morale after the battle with the pirates. This was a success so the crew quality rose to 4.</p><p></p><p>I then ran a DC crew conflict hazard, with the players rolling for the officers. One PC stood in for the first mate, while another served as cook. They successful tamped down the pirates among the crew and got them to tow the line, furthering raising the crew quality to 5.</p><p></p><p>During the storm, I had the players roll on behalf of the officers, with a few PCs filling in where applicable. We got 2 successes out of 5 rolls, so I determined it was a failure and the ship had to limp back into port and then spend a tenday undergoing repairs before it would be seaworthy again.</p><p></p><p>I also had them roll for the pirates on board <em>Dragonfang </em>during the storm. They failed every roll, so the pirate ship sank!</p><p></p><p>Lastly, I had the pirate captain exchange some meaty info in exchange for letting him go free. They agreed to this.</p><p></p><p>So they ended up returning to port empty-handed! No pirate ship and no pirate captain! But they now have some knowledge that can give them leverage over one of their main rivals.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8475251, member: 54629"] OK so I ended up keeping it fairly simple and used the rules from [I]Ghosts of Saltmarsh[/I]. No dice pools or anything this time, although I’ll definitely keep that in my toolbox for future consideration, as I do quite like the idea. In this case, I set the crew quality score to 3 to start with, then gave them the chance to raise morale after the battle with the pirates. This was a success so the crew quality rose to 4. I then ran a DC crew conflict hazard, with the players rolling for the officers. One PC stood in for the first mate, while another served as cook. They successful tamped down the pirates among the crew and got them to tow the line, furthering raising the crew quality to 5. During the storm, I had the players roll on behalf of the officers, with a few PCs filling in where applicable. We got 2 successes out of 5 rolls, so I determined it was a failure and the ship had to limp back into port and then spend a tenday undergoing repairs before it would be seaworthy again. I also had them roll for the pirates on board [I]Dragonfang [/I]during the storm. They failed every roll, so the pirate ship sank! Lastly, I had the pirate captain exchange some meaty info in exchange for letting him go free. They agreed to this. So they ended up returning to port empty-handed! No pirate ship and no pirate captain! But they now have some knowledge that can give them leverage over one of their main rivals. [/QUOTE]
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