This is a skill challenge that puts the skills of the party and crew of Exploration Vessel: The Steadfast to the test as they attempt to outrun the Ministry's harbor patrol and escape to the open sea.
You're aboard The Steadfast headed southwest, out of port. Just as the last few arrows falls limply into the water yards away from the hull a hearty “Huzzah!” goes up from some of the crew…
…but near the stern a warning rings out “Ministry Cruiser, headed our way! Only one knot to the nor'east!”
Damien surveys the situation and shouts: “It's a merry chase boys! I say we can shake them, what do you think?”
“Aye Aye, Captain!” is the loud, unified response.
“Sunset is to the west in about four hours, let's see if we can get far enough ahead by then that they lose site of us, or get tired of seeing our keel!”
This is a chase between two ships:
| The Steadfast | Ship: Caravel |
|---|---|
| Colossal Water Vehicle | XP 1,000 |
HP 500; Half-speed 250 |
Stability +3 |
AC:25 Fortitude:20 Reflex:10 ' |
Max Cargo 5 Tons |
Speed 12“, 6” laden (>2.5 Tons cargo) |
Configuration Exploration |
Crew: 18 Watch: 5 |
Length: 75' Width: 20' |
Draft: 3' Masts: 2 |
Initial Location: Docked at Pier 39 on Casaran![]() The Steadfast's FlagFormerly a ship of the line for the Ministry of Magic and Science, The Steadfast now an exploration vessel that was transferred for permanent personal use to her Captain Damien Blythe. She is a seaworthy, nimble ship that can handle long ocean crossings - though originally configured for ship-to-ship combat, the ballista that was on the Foc's'le deck has been replaced with special rigging that is used to increase speed and maneuverability. |
![]() The Steadfast at Port |
![]() |
|
| Ministry Cruiser | Ship: Cog |
|---|---|
| Colossal Water Vehicle | XP 1,000 |
HP 200; Half-speed 100 |
Stability +2 |
AC 25 |
Max Cargo 4 Tons |
Speed 12“, 6” laden (>2 Tons cargo) |
Configuration Interdiction |
Crew: 16 Watch: 5 |
Length: 40' Width: 15' |
Height: 8' water to deck Masts: 1 |
Place The Steadfast token and the clock token on the chase track as shown above. The Ministry Cruiser does not move and has no token. This track represents The Steadfast the traveling west (out of the harbor) starting 1/2 mile from the docks, and the cruiser coming from the far side of the island is 1.5 miles or 3 squares behind.
Once the chase track is ready, read:
This is a skill challenge: Each success will increase the distance between you and the Ministry's ship. Each failure will bring them increasingly closer as they adapt to your strategies and become more efficient at the chase.
Each challenge represents :30 minutes of action and maneuvering, so you have to make up to nine checks. The Steadfast must gain a lead of at least 7 miles [14 squares], or avoid capture long enough to escape into the setting sun.
The sun will be setting soon, and The Steadfast can escape if they get far enough ahead going due west…
There are a few small natural rock outcroppings, usually covered with sea life and their spoor. A few are just barely large enough to hide a small ship - these are featured on the map. Near the rocks are several sandbars, though marked on the map, the maps are old…
This time of year, the sea is full of just about every kind of fish and aquatic mammal life. Some larger sea creatures may even been visible when they come in to feed on the numerous schools of fish at the edge of the shallows.
The inner harbor is dotted with dozens of ships of all sizes - tiny fishing and pleasure boats, excursion craft and ferries, all the way up to larger warships and cargo ships, anchored in deeper water with small landing craft shuttling back and forth to the docks. The Steadfast will initially be navigating the inner harbor before reaching the coast, and then open sea. To leave the inner harbor, three (3) challenges must be completed successfully.
This chase scene is made up of a series of component challenges, outlined below. The Steadfast will either escape or be captured.
Each successful challenge increases The Steadfast's lead by various techniques, each failure decreases the lead - these changes in lead are played out by moving the Steadfast token either right for increases, or left for decreases.
Increases in this text are represented by a a right arrow →, a number, and [] as shorthand for the word “squares”. For example: →3[] means increase the distance between the ships by 3 squares by moving The Steadfast token right/further from the cruiser by 3 squares. As you might expect, decreasing the lead is represented similarly: ←5[] means move The Steadfast token 5 squares left/closer to the cruiser.
All checks have the same moderate difficulty (DC):
| Level | Roll | Who? |
|---|---|---|
| 1-3 | 15 | Player Chars |
| 4-6 | 17 | N/A |
| 7-9 | 19 | Damien |
If the ministry cruiser will catches up with The Steadfast, the skill check will fail. Each time a component challenge fails, the separation distance will decrease by the following amount:
| Failure | Distance Penalty | Notes |
|---|---|---|
| 1st fail | ←1/3 x lead[] | Minimum 0.5 mile ←1[] |
| 2nd fail | ←2/3 x lead[] | Minimum 1.0 mile ←2[] |
| 3rd fail | ←3/3 x lead[] | Automatic Capture! |
Most successful challenges will result in increase in lead of 1.5 miles →3[].
Note: This means it is possible to be captured with the first two component challenges being failures (1.5 mile head start - 0.5 - 1.0 = 0). It is also possible to escape by not failing any of the first four challenges (1.5 mile head start + 1.5 x 4 = 7.5 miles!).
Each challenge type (below) may only be attempted once per hour (not twice in a row.)
Unless the incapacitated or the party specifies otherwise, the Navigator for these challenges will be Captain Damien Blythe. For sake of this skill challenge, Emma Haller is considered a PC.
Note: The GM is encouraged to allow the players to come up with other strategies than outlined here, and to give the primary suggester a +2 bonus to their own skill check - this bonus does not apply if another character makes the check. The net gain in distance between ships should never be less than 1.5 miles →3[] or more than 2.5 miles →5[].
Use these challenges until the players have successfully completed three (3) challenges, or they have been captured.
Use these challenges after the players have successfully completed three (3) challenges until they escape or are captured.
The navigator successfully pulls The Steadfast directly into the setting sun. You can see the now bright orange sails of the Harbormaster's cruiser as it veers off to the north, apparently losing sight of you!
“Turn windward and drop sail! I want to disappear till nightfall!” Blythe barks to is crew - the boson repeats the command.
The crew moves quickly and quietly. Soon, you hear heavy thuds as the sails hit the deck.
The party collects 250xp and is now eligible for an extended rest.
If the challenge fails, it means that The Steadfast has been captured by the Ministry's harbormaster, read this:
The ministry harbor patrol ship pulls along side The Steadfast, with it's large loaded ballista pointed at her waterline. With a single command the Harbormaster could have her sunk.
“Damien - this is your last voyage. Payback is murder.” he barks.
Blythe replies: “Loren! Don't do this. I have something you want! I'll give it to you if you just let us go - and we'll never return here again. We're far enough from port and the sun is setting - you can tell them that you sunk me. But this way, you can have the sword, and our gold. But, if you refuse this deal, there will be a fight and that won't go well for anyone.”
Part Intimidate, part Diplomacy, Damien is +9 on as DC roll of 20. Each character that hands over all of their cash on hand and/or items worth at least 50gp total, per person, will add +2 to this check, up to an additional +10 for a total of +19, which would succeed on any roll other than a 1 (fumble.)
If this final check succeeds, read:
“Nice doing business with you, Damien. Make sure I never lay eyes on you again!”
After transferring your money and Damien's magic sword to the harbormaster's ship, the crew laughs and waves “buh-byeee!” at you as they sail away, well, except for the ballista crew, who continues to keep their weapon pointed your way in case of treachery.
At least you escape with your lives and mission intact.
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Source: 5.2 SRD (D&D 2024) - Available under the Creative Commons Attribution 4.0 License
(...), along with all of the cash and items promised by the party as bail are removed from the game. Each character may add “Seek personal revenge against Loren Carpenter, the Ministry Harbormaster” as a quest or character motivation.
If the final check fails, read:
“Fire!” shouts the harbormaster.
It's a critical hit below the waterline of your ship! She's taking on water. They are reloading and the enemy troops are taking up defensive positions.
It looks like the jig is up!
Damien tells what actually happened that fateful day when Professor Thomas Haller died: All about the missing journal pages, the secret research, the cave, the black altar, and the horrible accident.
During a quiet moment, read:
“Emma, there's something I have to tell you.” - Damien clears his throat. All of a sudden his demeanor has changed from his usual happy-go-lucky attitude to dour and serious.
“I know what was on the missing pages in that blasted journal.” he starts, jabbing an accusatory finger at the book.
“It's what we were really looking for when your father died. What we found, actually. He was on to something - something big, and I'm afraid Voronu might be a part of it. You need to be warned.” - a look of sadness and guilt overwhelms his visage as he continues…
before his part of the story is over.
Each surviving character may add “Seek personal revenge against Loren Carpenter, the Ministry Harbormaster” as a quest or character motivation.