JonathanPDX
2017-03-07, 08:15 PM
I'm preparing for this week's session and one very likely outcome is the party being stranded on an uninhabited island. They're in the ocean with no sense of direction or how near any major land mass is. They have simple magic items like a Traveler's Any Tool but no spells above 2nd level or any spectacular items or abilities. Some of them have survival skill but no crafting, and I can't remember if anyone even has has knowledge: engineering.
Here are my questions:
1. How do you determine the Crafting DC and modifiers to build a raft or boat? I assume the most basic form would be a raft of logs or boards lashed together with rope or vine (like Castaway) and wooden oars.
1a. Are there any modifiers you would use for having all 4 characters involved in the construction? -2 for not having tools is the only one I can think of.
1b. How long does it take to build, or how long per failed attempt?
1c. How would you address the crafting check if they intended to build something more complicated, like an actual boat with a hull? Is that even possible with no training?
2. What rules would you use to determine their time at sea and odds of reaching land or even washing back up on the same island? Do you take the narrative arc over the dice in this scenario, or roll to determine how successful their floundering voyage is?
3. I can make survival checks for fishing and enduring weather, but what other checks might be involved in floating around at sea on a tiny raft?
4. This whole situation is a worst case scenario as the result of many poor choices. What kind of repercussions would you consider for an adventuring party floating around on a raft? Items could be lost or damaged (It's hard to keep your backpack full of gear secure during a storm) and they are going to look quite awful to anyone who comes across them after the voyage. On the flip side, I could also see giving them a permanent +1 competence bonus to crafting (boat) and survival as a result of this wild adventure.
Any other suggestions or rules to make this a memorable adventure would be welcome. Thanks!
Here are my questions:
1. How do you determine the Crafting DC and modifiers to build a raft or boat? I assume the most basic form would be a raft of logs or boards lashed together with rope or vine (like Castaway) and wooden oars.
1a. Are there any modifiers you would use for having all 4 characters involved in the construction? -2 for not having tools is the only one I can think of.
1b. How long does it take to build, or how long per failed attempt?
1c. How would you address the crafting check if they intended to build something more complicated, like an actual boat with a hull? Is that even possible with no training?
2. What rules would you use to determine their time at sea and odds of reaching land or even washing back up on the same island? Do you take the narrative arc over the dice in this scenario, or roll to determine how successful their floundering voyage is?
3. I can make survival checks for fishing and enduring weather, but what other checks might be involved in floating around at sea on a tiny raft?
4. This whole situation is a worst case scenario as the result of many poor choices. What kind of repercussions would you consider for an adventuring party floating around on a raft? Items could be lost or damaged (It's hard to keep your backpack full of gear secure during a storm) and they are going to look quite awful to anyone who comes across them after the voyage. On the flip side, I could also see giving them a permanent +1 competence bonus to crafting (boat) and survival as a result of this wild adventure.
Any other suggestions or rules to make this a memorable adventure would be welcome. Thanks!