Soarsled Chase
Soarsled Chase
Encounter Level 2 (625 XP)
Setup
The Koldoran Piece has been stolen, and only the PCs have access to the soarsleds left behind by the assailants. Each soarsled is a disc coursing with elemental energy that taps into Sharn’s manifest zone to enable to fly. The PCs must navigate the hazardous Sharn skyway to catch the thief!
-
- Soarsled Chase
- Level 2
-
- Skill Challenge
- XP 625
- The air rushes madly past your face as you duck underneath a skycab and between towers as you try to keep your fleeing quarry in sight.
- Complexity
- 5 (requires 12 successes before 3 failures).
- Primary Skills
- Acrobatics, Athletics, Perception, Streetwise
- Secondary Skills
- Arcana, Insight
- Victory
- The party catches up in time to see the thief escape into their hideout.
- Defeat
- The party finds the thief’s hideout, but not before he has called up reinforcements: 3 hobgoblin mercenaries, and 8 goblin cutters
- Acrobatics
- DC 11: You weave between skycabs, underneath crenelations, or perform other acrobatic acts to catch the thief. A failed check indicates you hurt yourself, losing one healing surge in addition to accruing a failure.
- Athletics
- DC 16: You use your momentum to barrel through minor obstacles or to careen off other objects to cut some time off your pursuer. A failed check indicates you hurt yourself, losing one healing surge in addition to accruing a failure.
- Perception
- DC 6: You spot a shortcut or a gap in traffic, aiding your chase. Using this skill does not provide a success or failure, but provides a +2 bonus or penalty on the next character’s skill check.
- Streetwise
- DC 16: You’ve traveled the skyways of Sharn to have an idea where the thief is giong.
- Arcana
- DC 16: You understand the workings of the soarsled and get it to work to its full potential. Besides counting at a success, one failure (if any) is removed. This skill can only be attempted once.
- Insight
- DC 16: Get get a general idea of the thief’s route. Use of this skill removes one failure. It can only be used once.
Development
The party has found the thief’s hideout, a sewer entrance near a derelict tower in a bad part of Lower Dura. They must enter it to retrieve the Piece.
