Goblin

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Hi everyone, first post evah.

Next session my players (Level 2 Warpriest, Fighter who's an ex-squid hunter, and a Druid/Ranger) will go white water rafting on an underground river, chasing a Troglodyte captain who got away. The point of the encounter is to make things exciting outside of combat and build suspense. I don't expect them to come close to dying from this, just be stressed out/laughing.

I'm looking for guidance on white water rafting rules as I haven't found much information online, on this forum and in Skulls and Shackles.

Here's what I've figured out:

One player to steer with a tied up oar (Dex check)
2 to help with poles (Strength Check)
1 to spot rocks (Perception)

Simply moving down the river: DC 5 - Dex check from steerer.
Moving to either side: DC 10 from both steerer and one of the pushers.
Losing a pole: DC + 5 to steer.
Spotting rocks: DC 10 (add darkness and underwater factors from time to time)
Hitting rocks: Reflex check not to fall off the boat/lose pole + damage to the raft (need help with this!)

It'll probably be too easy at first, so after a few rounds the speed will pick up and make every check +5
If THAT's too easy, I'll throw a Bat Swarm at them and everything will start at DC 20.

Any suggestions?

Thanks a lot!