A1-S2 Skill Checks
A1-S2 — The River-Level Descent
Premise
If the party chooses the town‑assisted rope descent, engineers lower them down the official route. The descent reaches a slippery shelf near river level, where the party must scramble across wet rocks while clipped into safety ropes. The Noyrus River itself does not pour directly into the sinkhole. Instead, the sinkhole sits off to one side of the river, where a side eddy once curled back into the main flow. Now that side current drains into the sinkhole opening.
Skill Checks — The Descent
Reaching the sinkhole lip requires a series of skill checks. The party is clipped to safety ropes for most of the descent, so failure usually means a delay, a lost item, or a minor injury rather than an immediate death.
| Obstacle | Suggested Check | Failure Consequence | Success Benefit |
|---|---|---|---|
| Slick river shelf | Acrobatics DC 11 or Reflex DC 12 | Fall prone or slide 5–10 ft. while clipped to rope; lose 1 action on next turn. | Maintain footing and move freely along the shelf. |
| Rope‑supported traverse | Climb DC 10 | Lose 5 ft. of movement; gear may scrape loose — one item falls into a shallow pool (recoverable). | Cross the traverse without incident. |
| Spray and noise | Perception DC 12 (with a –2 penalty due to spray) | Miss signs of recent activity (scout tracks, tool marks, or the kobold alarm runner). | Spot fresh footprints, obsidian chips, or movement near the sinkhole lip. |
| Cold side eddy | Swim DC 12 if the character falls or enters the water | Dragged 10 ft. toward the sinkhole lip; take 1d4 cold damage from the frigid water. | Swim back to the shelf or grab a rope without losing position. |
| Ancient masonry exposure | Knowledge (Engineering) DC 13 or Perception DC 14 | Fail to notice that the stonework is not natural — the sinkhole was excavated, not formed by erosion. | Identify tool marks, chisel grooves, and recent reinforcement timbers, confirming intelligent activity. |
Group Check Option
If the entire party is descending together, you may allow a group check for the Acrobatics and Climb portions. At least half the party must succeed for the group to progress without incident. If the group fails, the party arrives at the bottom disorganised — each character who failed their individual check takes a –1 status penalty to initiative for the first combat encounter.
Key NPCs (Present at the Descent)
| NPC | Role | What They Want |
|---|---|---|
| Rigger Heskel Vane | Rope master & pulley operator | Wants to ensure the party is securely clipped and that no equipment is lost. |
| Apprentice Lira Toll | Engineer’s assistant | Wants to take notes on the lower pillars; scared but curious. |
| Guard Miro Kael | Bridge watchman | Wants to confirm the sinkhole isn't a threat to the bridge's foundation; will report back to the Tollmaster. |