Shards of Light, Shards of Shadow

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.