Zaius snaps off a smart salute to Rel “Aye, Cap’n!”He gives Roy a nod as he moves to his position, then snaps out at the other members of the team “Well, what are you waiting for you lollygags? You heard the Cap’n, get moving. To your posts!”
As the others move to their places, Zaius scampers up the rigging on the main mast, climbing with both his hands and his feet, checking the rigging and jumping from arm to arm. He leaps from the mast, arms spread, and gracefully glides to his post on the sterncastle, looking out over the edge of the ship. “Cast off the mooring lines. Prepare to get underway.”
"Oh dear, my first mistake as Captain already, I forgot to give Mr. Xavier a job. Why don't you take Zaius' position at the sterncastle, and free him up to move about the ship checking and readying the weapons?"
Everyone takes their stations; the ropes mooring the Foundling to the Sky Dock are cast off and reeled in; the gangplank is raised; the large square mainsail is unfurled and luffs briefly before catching the wind.
[Gloix, make an ability check using your spellcasting ability (so I assume an Intelligence check)]
Xavier would look at Rel, a little suspicious. Of all the people he wanted to decide whether he lives or died, he had a hard time thinking of someone worse than Rel. But. He was the captain. He gave a begrudging salute and moved to the sterncastle as ordered while calling out.
"Alright... Rel. Whatever you say. Guide us well."
“Ah, a competition” Zaius breaks out into a wide grin “Let’s go then!” He turns to Rel “I don’t know mate, you held your own pretty well in our first simulation. You will be fine, and you can sing our glories later. Maybe you should be the Captain.” He turns to the others “Not the Captain type me-self, but I can handle rigging and weapons, just point me in the direction of the baddies.”
Rel tries and fails to appear modest. "Well, I do have certain... inspirational qualities that tend to bring out the best in others. Since this is only a simulation, and this isn't a permanent choice, I'm willing to serve as Captain, if no one else wants the chance."
Waiting a moment or two to see if anyone objects, he will then say, "Very well then. Mr. Gloix, please take your position at the helm. Mr. Zaius, I appoint you first mate, you have charge of weapons systems and security, you may make assignments as you see fit. Mr. Roy, you are our ship's engineer, in charge of any repairs, for now your station is on the fo'c'sle (forecastle) as a lookout for obstacles and enemies. Mr. Zaius, you are our rearward lookout, please station yourself at the sterncastle. Madame Erma, you are ship's surgeon as well as second mate. Please keep track of everyone's wellbeing during the simulation, and offer reinforcement wherever needed. Any questions? If not, prepare to launch!"
After hearing the captain's commands Erma heads to the helm and shakes the ... hand.. of Gloix, "You are competent and brave, I believe in you." (casting guidance).
She then heads back to be in earshot of the captain.
Gloix goes to man the helm and sits in the seat, two of his hands grabbing on to the side. He takes a moment to steady himself and then settles back. Concentrating, he readies to take them up.
Rel will move to the middle of the main deck. "Mr. Zaius, report! Are we prepared? Then... uh... 'Engage'? 'Take her out'? 'Hit it'?... Hmmm. How about 'Cowabunga!'"
The Flighty Foundling slips from her berth so smoothly that for a moment you don't even realize you're moving. But before you know it, the island of Nimbral disappears quickly beneath your ship, which passes through clouds until the spectacular void of Wildspace comes into view.
With the ship safely in orbit high above Toril, it's time to plot a course to your destination, Coliar.
[This is a group skill check; each character makes a check appropriate to their role on the ship, representing, e.g. studying the map you've been given, setting the rigging, and of course piloting. The Captain makes either a Wisdom (Survival) or Charisma (Persuasion) check; the Spelljammer makes either an Intelligence (Investigation) or Wisdom (Survival) check; remaining Shipmates make either a Strength (Athletics) or Dexterity (Acrobatics) check. If you have proficiency in Vehicles (Space) you can add your proficiency bonus to the roll.]
This post has potentially manipulated dice roll results.
Zaius gives Xavier a slap on the back as he takes his post on the sterncastle “Cheer up, mate. Just a sim, it will be a breeze”. With a wink, Zaius heads back up toward the mast, checking the rigging and keeping his eye on the other crew. Dex: 18.
(OOC to clarify, if normally Rel has proficiency in CHA (Persuasion), but he does not have proficiency in Vehicles (Space), then does he add his proficiency bonus or not?)
Rel observes the crew manning their posts with satisfaction. He turns to the navigation charts, trying to get his bearings and assist Gloix. He is sure that the instructors will throw some sort of enemy encounter or obstacle to avoid into their path, so mentally he begins to consider various scenarios and how to approach them.
Persuasion 8 +2 if proficiency relevant, +1 if not (Jack of All Trades feature)
This post has potentially manipulated dice roll results.
As they get underway Roy does a quick inspection and operations check of the foc'o'sle's ballista and then starts scanning in the area around the ship in general and their path of travel for any obstacles or things that look out of place.
(OOC to clarify, if normally Rel has proficiency in CHA (Persuasion), but he does not have proficiency in Vehicles (Space), then does he add his proficiency bonus or not?)
[Yes, you include your proficiency bonus if you have it from either the required skill or from the vehicle (but not twice if you have both)]
You easily chart a course towards Coliar. You're heading insystem, so you rig the sail for tacking across the astral wind, and in no time you're ready to leave orbit.
[This is where I was going to as if Rel has an iconic catchphrase for ordering the jump to Spelljamming Speed, but you kinda beat me to it!]
Everyone on board experiences the odd, bowstring-drawn-and-released sensation of the ship accelerating to spelljamming speed. The distinct pinprick stars smear with speed, and Toril vanishes behind you as you race through Wildspace toward your destination. After a minute or so at this simulated speed—you get the feeling that your travel time is compressed by the simulation, since even at nominal spelljamming speed of over four million miles per hour, the distance you've already covered would have taken the better part of a day—Gloix feels a sense of mass dead ahead, and the ship drops back to its flying speed. You've run into a school of giant space eels, and each eel discharges a bolt of lightning as it zips by. The ship is caught in the eels' electrical storm, and the lightning strikes are starting fires on the deck!
[Another group skill check, representing e.g. extinguishing the flames, steering to avoid the worst of the storm, and so on. The Captain again makes either a Wisdom (Survival) or Charisma (Persuasion) check; the Spelljammer this time makes either an Intelligence (Arcana) or Wisdom (Survival) check; remaining Shipmates again make either a Strength (Athletics) or Dexterity (Acrobatics) check. Vehicle (Space) proficiency applies.]
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Zaius snaps off a smart salute to Rel “Aye, Cap’n!” He gives Roy a nod as he moves to his position, then snaps out at the other members of the team “Well, what are you waiting for you lollygags? You heard the Cap’n, get moving. To your posts!”
As the others move to their places, Zaius scampers up the rigging on the main mast, climbing with both his hands and his feet, checking the rigging and jumping from arm to arm. He leaps from the mast, arms spread, and gracefully glides to his post on the sterncastle, looking out over the edge of the ship. “Cast off the mooring lines. Prepare to get underway.”
"Oh dear, my first mistake as Captain already, I forgot to give Mr. Xavier a job. Why don't you take Zaius' position at the sterncastle, and free him up to move about the ship checking and readying the weapons?"
Everyone takes their stations; the ropes mooring the Foundling to the Sky Dock are cast off and reeled in; the gangplank is raised; the large square mainsail is unfurled and luffs briefly before catching the wind.
[Gloix, make an ability check using your spellcasting ability (so I assume an Intelligence check)]
I exist now, I missed a lot geez
Xavier would look at Rel, a little suspicious. Of all the people he wanted to decide whether he lives or died, he had a hard time thinking of someone worse than Rel. But. He was the captain. He gave a begrudging salute and moved to the sterncastle as ordered while calling out.
"Alright... Rel. Whatever you say. Guide us well."
"I'm pretty good at spying stuff, so this should be a breeze"
(back now, was sick for a few days)
Erma takes a fairly central position and keeps a close eye on everyone.
After hearing the captain's commands Erma heads to the helm and shakes the ... hand.. of Gloix, "You are competent and brave, I believe in you." (casting guidance).
She then heads back to be in earshot of the captain.
Gloix goes to man the helm and sits in the seat, two of his hands grabbing on to the side. He takes a moment to steady himself and then settles back. Concentrating, he readies to take them up.
Int check: 23
1. Forgot to add Guidance, add to the above
Rel will move to the middle of the main deck. "Mr. Zaius, report! Are we prepared? Then... uh... 'Engage'? 'Take her out'? 'Hit it'?... Hmmm. How about 'Cowabunga!'"
The Flighty Foundling slips from her berth so smoothly that for a moment you don't even realize you're moving. But before you know it, the island of Nimbral disappears quickly beneath your ship, which passes through clouds until the spectacular void of Wildspace comes into view.
With the ship safely in orbit high above Toril, it's time to plot a course to your destination, Coliar.
[This is a group skill check; each character makes a check appropriate to their role on the ship, representing, e.g. studying the map you've been given, setting the rigging, and of course piloting. The Captain makes either a Wisdom (Survival) or Charisma (Persuasion) check; the Spelljammer makes either an Intelligence (Investigation) or Wisdom (Survival) check; remaining Shipmates make either a Strength (Athletics) or Dexterity (Acrobatics) check. If you have proficiency in Vehicles (Space) you can add your proficiency bonus to the roll.]
Roy Dex: 15
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Xavier dex: 7
Zaius gives Xavier a slap on the back as he takes his post on the sterncastle “Cheer up, mate. Just a sim, it will be a breeze”. With a wink, Zaius heads back up toward the mast, checking the rigging and keeping his eye on the other crew. Dex: 18.
.
(OOC to clarify, if normally Rel has proficiency in CHA (Persuasion), but he does not have proficiency in Vehicles (Space), then does he add his proficiency bonus or not?)
Rel observes the crew manning their posts with satisfaction. He turns to the navigation charts, trying to get his bearings and assist Gloix. He is sure that the instructors will throw some sort of enemy encounter or obstacle to avoid into their path, so mentally he begins to consider various scenarios and how to approach them.
Persuasion 8 +2 if proficiency relevant, +1 if not (Jack of All Trades feature)
Investigation: 10
Gloix keeps his grip on the helm and the ship moving forward as he waits for the course to steer them to, adjusting as needed when told
As they get underway Roy does a quick inspection and operations check of the foc'o'sle's ballista and then starts scanning in the area around the ship in general and their path of travel for any obstacles or things that look out of place.
Perception: 4
Investigation: 6
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Erma helps out here and there, supporting both with physical power and kind word.
Athletics check: 18
[Yes, you include your proficiency bonus if you have it from either the required skill or from the vehicle (but not twice if you have both)]
You easily chart a course towards Coliar. You're heading insystem, so you rig the sail for tacking across the astral wind, and in no time you're ready to leave orbit.
[This is where I was going to as if Rel has an iconic catchphrase for ordering the jump to Spelljamming Speed, but you kinda beat me to it!]
Everyone on board experiences the odd, bowstring-drawn-and-released sensation of the ship accelerating to spelljamming speed. The distinct pinprick stars smear with speed, and Toril vanishes behind you as you race through Wildspace toward your destination. After a minute or so at this simulated speed—you get the feeling that your travel time is compressed by the simulation, since even at nominal spelljamming speed of over four million miles per hour, the distance you've already covered would have taken the better part of a day—Gloix feels a sense of mass dead ahead, and the ship drops back to its flying speed. You've run into a school of giant space eels, and each eel discharges a bolt of lightning as it zips by. The ship is caught in the eels' electrical storm, and the lightning strikes are starting fires on the deck!
[Another group skill check, representing e.g. extinguishing the flames, steering to avoid the worst of the storm, and so on. The Captain again makes either a Wisdom (Survival) or Charisma (Persuasion) check; the Spelljammer this time makes either an Intelligence (Arcana) or Wisdom (Survival) check; remaining Shipmates again make either a Strength (Athletics) or Dexterity (Acrobatics) check. Vehicle (Space) proficiency applies.]