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Run the lines to the stones - AI-generated fantasy Encounter

Run the lines to the stones

Skill challenge · Low · 6 players, level 7

Run the lines to the stones

If the lines are not secured, the crew cannot safely cross to the anchor stones.

Run the talk

Successes
0/5
Failures
0/2

Starts Neutral

Base DC 15

Success The lines hold

Failure At two failures


Party 6 players, level 7

System D&D 2024

Cheat sheet

The party wants

Run the lines to the stones and leave the crew with a safe, usable route.

Success

The lines hold. Sumi gives the party the clear route forward and the crew begins hauling the next load across as the wind rises again.

Failure

At two failures, Sumi calls the crew back.
Clock
5 / 2
successes / failures
Base DC
15
Starts
Neutral

Read aloud

Say this

The wind yanks the loose rope hard enough to burn your palms, and the anchor stones shiver beyond the ledge. Sumi plants a boot against the coil and calls, “Get me a clean line, or we pull everyone back.”

Who says what

They wantSecure the lines without sending anyone over the edge on a bad rig.

LeverageThe party can point out that an unsecured line endangers the crew later, or offer to take the exposed position themselves.

  • On the first success, Sumi stops barking instructions and lets the party set the pace.

  • On a failed check, she catches the line before it slips away, then demands a safer method.

  • On the third success, she takes a turn at the rope herself and shouts encouragement over the wind.

Maneuvers

DC 15A character can make a Strength (Athletics) or Dexterity (Acrobatics) check to haul, balance, or guide a line.
Each successful check earns one success; each failed check earns one failure.
DC 15The Third Rope grants one free success. Its bearer also has Advantage on their check.
DC 15A character can describe a sensible way to secure or brace the line; on a success, award the check as normal.

What the party can use

Ask Sumi to identify the safest anchor stone before choosing a line.
Have one character brace the coil while another feeds rope.
Use the Third Rope: its bearer has Advantage on the relevant check and it grants one automatic success.

What happens

10–15 minutes
  1. ·

    After the second failed check.

    A gust snaps the line sideways; the next check is made with disadvantage unless someone braces the coil.

The battlefield

Zones

  1. 1

    Rigging ledge25 ft

    A narrow ledge where the crew can brace and feed rope toward the anchors.

  2. 2

    Anchor stones25 ft

    Three exposed stones jut from the drop; wind whistles through their iron rings.

What the party can use

A taut line can be clipped to the anchor stone; anyone pulling it tight can steady a climber.
A loose coil can be thrown across the gap, but a bad catch tangles the next attempt.

Treasure

The crew can spare a coil of sound rope once the rig is secure.

Media

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