For simplicity, we'll ignore movement for the moment, and just assume you can move around the ship freely
so sure, let's say you can get to the one Zaius is engaged with]
Xavier's staff and foot both pass through the shadow, not seeming to do quite as much damage as he's used to, but definitely hurting it badly; only a few wispy shreds of shadow remain.
[And now we're back to the top of the initiative order, so shadow's turn]
The remaining scraps of shadow Xavier just hit reach back at him! [Strength Drain vs Xavier: 5 for 6 necrotic damage and your Strength score is reduced by 1]
The shadow on deck with Erma turns to flee, heading directly astern, through the chart room and helm cabin to the very rear of the ship. [And provoking Attacks of Opportunity for Erma, the crewmate and Gloix (if you wish to take them); crewmate AoO: 16 for 5 slashing damage]
[No (conscious) githyanki remain, so after those AoO's it's the party's turn again]
Erma gives one shadow a parting thwack with her warhammer, before running to join Xavier and Zaius on the sterncastle. Rel follows the shadow into the helm cabin and replaces Gloix on the helm. Feeling that whole-body tingling sensation, he connects to the ship; in the few seconds of hostile control and then drifting, it hasn't moved much but the uneven weight of the Squid ship hanging of the bow has turned it slightly away from the sunlight. Rel is easily able to roll back toward the light, and just as the sun rises over the last wisps of the second shadow on the sterncastle, Erma drives her hammer right through it, and it's gone.
Gloix moves to lean against a rail, exhausted from that helm battle that he had lost as he watches the light spill back over the ship and the shadows flee.
The surviving shadow squeezes out a porthole at the back of the helm cabin and out into space. The last you catch sight of it, it's floating slowly toward one of the githyanki crew that were thrown into the void and are now drifting behind you. [And speaking of which, what do you do with the other sleeping githyanki? Kill 'em, throw 'em overboard, lock 'em in the brig? Put 'em in the longboat 'til they're sober?]
[Well done! I think no-one took any particularly serious injuries, and the ship pretty much only took the damage you did yourselves by ramming the enemy!]
Your battle over, it takes a little time to separate the Squid ship from yours, but eventually Rel leaves the wreck behind and takes your damaged ship to spelljamming speed, and you resume your journey home. You are still some distance from Toril, however, when your ship slows, marking the unexpected presence of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple out from the center of its hull, dealing further damage to the ship.
Erma will remove all weapons and loose armor from the sleeping gityhanki, then slap them real hard to wake them up. "You have two choices - either you allow me to tie you to the railing here or you can go over the railing," as she's uncoiling some rope from the inside of her shield.
-----
Erma, looking at the slowly disintegrating hammerhead ship in the distance, "Is that normal? Do we know that ship?"
She also looks around for any other parties nearby who might have caused something like this.
Rel reaches out with his awareness to try and determine the state of the crew of the other ship. "Foundlings! I believe we should check that ship for survivors but be wary of it being a trap. Whatever damaged that ship may still be in the vicinity."
Erma will remove all weapons and loose armor from the sleeping gityhanki, then slap them real hard to wake them up. "You have two choices - either you allow me to tie you to the railing here or you can go over the railing," as she's uncoiling some rope from the inside of her shield.
The githynki reluctantly allows themself to be tied up out of the way.
Rel reaches out with his awareness to try and determine the state of the crew of the other ship. "Foundlings! I believe we should check that ship for survivors but be wary of it being a trap. Whatever damaged that ship may still be in the vicinity."
As you (cautiously) approach the other ship, you see the crew on deck, in Spelljammer Academy uniforms like your own. It's the other team of cadets that you're competing with, and it's obvious they're in trouble. You recognize Miken, helping a limping cadet along the deck when he spots your vessel approaching, and he waves to you for help, just as another burst of energy ripples though the hull.
Also - would there have been enough time to have a short rest after the ghosts and before we arrived here?
[The text describes it as only taking "two minutes or so" to go between Toril and Coliar in the simulation, so I think I have to say no, you won't have had time for a short rest. You would recall, though, from the aptitude test yesterday which was also in the simulation chamber, that hit points lost and spell slots or other limited resources spent in the simulation don't carry over to the real world.]
"Friends, what shall we do? This is only a simulation, they will suffer no real harm if left to their own devices. However, if we wish to act as we would in reality, I would urge that we show compassion and rescue our fellow cadets. What say you?"
"we should help," Gloix says into the minds of the others, "just as we would outside of those simulation. Perhaps it is another test, as well." he still looks tired, but stands a little straighter as he looks out at the other ship.
“Bah, leave them there. They would do the same to us. We’ll be the first back, that will show ‘em”Zaius barks as he watches the other ship from his perch on the rigging. But seeing Miken on the other ship’s deck with wounded crewmen, and hearing the words of his own Captain and crew soften his attitude. “You are all right, we should help them along. But I don’t like the look of those electric bolts. Should we try to board them, or just throw a rope and tow them back to base?”
Erma would probably have an idea, but I don't - would we be able to shout / communicate with the other crew before we're in the same gravity bubble or otherwise in danger?
[You'd have to merge air envelopes for sound to carry, which would happen at ~500' apart (the envelope extends 250' from each ship). I... don't really have a good grasp on how far one can shout, but it's probably not that far? I reckon I'd probably have trouble making myself understood from the half-way line to the goal line of a football field, which is like 150'-200' (depending on where you live and therefore which sport "football" means), but I definitely can across the length of a basketball court, which is 100'-ish? Thri-kreen telepathy and message both have a range of 120', so that's probably a decent rule of thumb for how close you'd have to get? Or you could probably do some kind of signed language/semaphore/charades from further away, I'd say without sharing an actual visual language proficiency, the receiver would need to pass a DC12 Insight check to understand a short, simple sentence.
As for how close is "safe", that's something you'll have to judge. It does seem like the lines of energy aren't extending more than a dozen feet or so from their hull... yet. But they do seem to be increasing in intensity...]
I boutta end that Shadow
[Sorry for the slight interruption, my work's IT department has been At It again]
[Technically probably not, but I did say up top,
so sure, let's say you can get to the one Zaius is engaged with]
Xavier's staff and foot both pass through the shadow, not seeming to do quite as much damage as he's used to, but definitely hurting it badly; only a few wispy shreds of shadow remain.
[And now we're back to the top of the initiative order, so shadow's turn]
The remaining scraps of shadow Xavier just hit reach back at him!
[Strength Drain vs Xavier: 5 for 6 necrotic damage and your Strength score is reduced by 1]
The shadow on deck with Erma turns to flee, heading directly astern, through the chart room and helm cabin to the very rear of the ship.
[And provoking Attacks of Opportunity for Erma, the crewmate and Gloix (if you wish to take them); crewmate AoO: 16 for 5 slashing damage]
[No (conscious) githyanki remain, so after those AoO's it's the party's turn again]
Erma will definitely do an AoO against the fleeing shadow:
Attack: 7 Damage: 5
Then turn around and smack the last one as well:
Attack: 17 Damage: 10
Rel will run to the spelljamming helm and begin the process of attuning himself to it. (Any roll needed?)
Erma gives one shadow a parting thwack with her warhammer, before running to join Xavier and Zaius on the sterncastle. Rel follows the shadow into the helm cabin and replaces Gloix on the helm. Feeling that whole-body tingling sensation, he connects to the ship; in the few seconds of hostile control and then drifting, it hasn't moved much but the uneven weight of the Squid ship hanging of the bow has turned it slightly away from the sunlight. Rel is easily able to roll back toward the light, and just as the sun rises over the last wisps of the second shadow on the sterncastle, Erma drives her hammer right through it, and it's gone.
(OOC So there is one shadow left at the aft end of the ship?)
Kind of, but it will go away. Turn undead will have it move+dash-ing away for a full minute.
Gloix moves to lean against a rail, exhausted from that helm battle that he had lost as he watches the light spill back over the ship and the shadows flee.
(Going out of town for a long weekend, back on Monday)
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
The surviving shadow squeezes out a porthole at the back of the helm cabin and out into space. The last you catch sight of it, it's floating slowly toward one of the githyanki crew that were thrown into the void and are now drifting behind you. [And speaking of which, what do you do with the other sleeping githyanki? Kill 'em, throw 'em overboard, lock 'em in the brig? Put 'em in the longboat 'til they're sober?]
[Well done! I think no-one took any particularly serious injuries, and the ship pretty much only took the damage you did yourselves by ramming the enemy!]
Your battle over, it takes a little time to separate the Squid ship from yours, but eventually Rel leaves the wreck behind and takes your damaged ship to spelljamming speed, and you resume your journey home. You are still some distance from Toril, however, when your ship slows, marking the unexpected presence of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple out from the center of its hull, dealing further damage to the ship.
Erma will remove all weapons and loose armor from the sleeping gityhanki, then slap them real hard to wake them up. "You have two choices - either you allow me to tie you to the railing here or you can go over the railing," as she's uncoiling some rope from the inside of her shield.
-----
Erma, looking at the slowly disintegrating hammerhead ship in the distance, "Is that normal? Do we know that ship?"
She also looks around for any other parties nearby who might have caused something like this.
Rel reaches out with his awareness to try and determine the state of the crew of the other ship. "Foundlings! I believe we should check that ship for survivors but be wary of it being a trap. Whatever damaged that ship may still be in the vicinity."
The githynki reluctantly allows themself to be tied up out of the way.
[Give me a Wisdom (Perception) check]
As you (cautiously) approach the other ship, you see the crew on deck, in Spelljammer Academy uniforms like your own. It's the other team of cadets that you're competing with, and it's obvious they're in trouble. You recognize Miken, helping a limping cadet along the deck when he spots your vessel approaching, and he waves to you for help, just as another burst of energy ripples though the hull.
Erma perception check: 15
Also - would there have been enough time to have a short rest after the ghosts and before we arrived here?
The bands of electricity tearing through the ship appear to be originating from inside the ship, rather than from some outside cause.
[The text describes it as only taking "two minutes or so" to go between Toril and Coliar in the simulation, so I think I have to say no, you won't have had time for a short rest. You would recall, though, from the aptitude test yesterday which was also in the simulation chamber, that hit points lost and spell slots or other limited resources spent in the simulation don't carry over to the real world.]
"Friends, what shall we do? This is only a simulation, they will suffer no real harm if left to their own devices. However, if we wish to act as we would in reality, I would urge that we show compassion and rescue our fellow cadets. What say you?"
"we should help," Gloix says into the minds of the others, "just as we would outside of those simulation. Perhaps it is another test, as well." he still looks tired, but stands a little straighter as he looks out at the other ship.
“Bah, leave them there. They would do the same to us. We’ll be the first back, that will show ‘em” Zaius barks as he watches the other ship from his perch on the rigging. But seeing Miken on the other ship’s deck with wounded crewmen, and hearing the words of his own Captain and crew soften his attitude. “You are all right, we should help them along. But I don’t like the look of those electric bolts. Should we try to board them, or just throw a rope and tow them back to base?”
Erma would probably have an idea, but I don't - would we be able to shout / communicate with the other crew before we're in the same gravity bubble or otherwise in danger?
[You'd have to merge air envelopes for sound to carry, which would happen at ~500' apart (the envelope extends 250' from each ship). I... don't really have a good grasp on how far one can shout, but it's probably not that far? I reckon I'd probably have trouble making myself understood from the half-way line to the goal line of a football field, which is like 150'-200' (depending on where you live and therefore which sport "football" means), but I definitely can across the length of a basketball court, which is 100'-ish? Thri-kreen telepathy and message both have a range of 120', so that's probably a decent rule of thumb for how close you'd have to get? Or you could probably do some kind of signed language/semaphore/charades from further away, I'd say without sharing an actual visual language proficiency, the receiver would need to pass a DC12 Insight check to understand a short, simple sentence.
As for how close is "safe", that's something you'll have to judge. It does seem like the lines of energy aren't extending more than a dozen feet or so from their hull... yet. But they do seem to be increasing in intensity...]