He grunts in acknowledgment of Vice's words, "That's the only way to convince people to brave this place". As the airship rocks slightly, Kleber steadies himself by placing a hand on the wall for support. "I should've taken Jean's sickness tonic..." he mutters in regret, already bracing for another rocky passage through the mist.
Salvation Outpost
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He grunts in acknowledgment of Vice's words, "That's the only way to convince people to brave this place". As the airship rocks slightly, Kleber steadies himself by placing a hand on the wall for support. "I should've taken Jean's sickness tonic..." he mutters in regret, already bracing for another rocky passage through the mist.
Out of the many faces, 37 watches as a single massive, skeletal face appears. Its mouth open, preparing to swallow the two ships. The captain steers to avoid it, but the spectre is too quick. The Zarantyr’s Light and the Cyre ir’Wynarn are drawn into its spectral jaws.

Rolls
Wisdom check - (1d20+0)
(13) = 13
Rolls
WIS Save - (1d20)
(12) = 12
Rolls
Wis (advantage) - Save - (2d20H1+5)
(33) + 5 = 8
Rolls
Wis (advantage is its against magic) - Save - (2d20H1+0)
(1716) = 17
Rolls
roll 1 - (1d20)
(17) = 17
roll 2 - (1d20)
(2) = 2
roll 3 - (1d20)
(14) = 14
roll 4 - (1d20)
(6) = 6
roll 5 - (1d20)
(11) = 11
roll 6 - (1d20)
(8) = 8
Rolls
Check DC 14 - (1d20)
(17) = 17
Check DC 14 - (1d20)
(7) = 7
Check DC 14 - (1d20)
(9) = 9
Check DC 14 - (1d20)
(1) = 1
The point of a skill challenge is to deal with an encounter using your skills instead of attacks. For example, you try to hide. Then it’s a roll plus your Stealth modifier. Trying to trick the opponent, deception modifier. If you have items with additional modifiers, you are welcome to use those too.
Here’s a list of skills with some ideas on how to use them.
Acrobatics - Evading obstacles
Animal Handling - convincing a creature not to eat you
Arcana - Recognizing magic
Athletics - Outrunning or climbing
Deception - Trickery
History - recognizing surroundings to your advantage
Insight - Trying to understand a person’s actions
Intimidation - trying to frighten an opponent
Investigation - finding a clever escape route
Medicine - trying to patch yourself up
Nature - using natural surroundings to your advantage
Perception - finding a way to hide/escape
Performance - convincing a person by theatrics
Persuasion - persuading an opponent using friendliness
Religion - using religion to your advantage
Sleight Of Hand - illusion, trickery
Stealth - hiding
Survival - using nature around you or recognizing a somewhere you can survive
Hope this helps your planning. If you wish to delete and repost (including dice rolls to use your weekly reroll) I’m ok with that.
Rolls
Roll1 - (1d20+6)
(6) + 6 = 12
Roll2 - (1d20+6)
(10) + 6 = 16
Roll3 - (1d20+6)
(5) + 6 = 11
Roll4 - (1d20+6)
(5) + 6 = 11
Roll5 - (1d20+6)
(6) + 6 = 12
Roll6 - (1d20+6)
(20) + 6 = 26
Rolls
Investigation (INT) - (1d20+5)
(9) + 5 = 14