Zaius tries to brace himself as the ship continues to spin. “This rock is out of control, Cap’n. No one touched anything. I don’t even know what to touch!” Athletics: 19.
You've barely had time to pick yourselves back up and heal some of the damage, before the ship flips again!
[Another DC 15 Dexterity save; on a failure you take 11 bludgeoning damage and are knocked prone, or on success you take 5 bludgeoning damage and are not prone. Zaius, having successfully braced, makes the save with advantage and takes no damage on a success. Veena save: 11]
[Roy, having studied the interface you're able to disable the trap with no check required, assuming you want to?]
You've barely had time to pick yourselves back up and heal some of the damage, before the ship flips again!
[Another DC 15 Dexterity save; on a failure you take 11 bludgeoning damage and are knocked prone, or on success you take 5 bludgeoning damage and are not prone. Zaius, having successfully braced, makes the save with advantage and takes no damage on a success. Veena save: 11]
[Roy, having studied the interface you're able to disable the trap with no check required, assuming you want to?]
Assuming Roy makes the Dex save yes he’ll disable it.
Rel lies on the 'floor' panting, waiting for the ship and his head to stop spinning. He groans. "Uggh. Is it too late to request a desk job back on Toril?"
Roy touches a series of symbols, and the panels change from red to green, and then fade away as the security wards are disabled.
Proceeding into the chamber, you find a mostly empty space. A few stone plinths rise from the floor at wide intervals, there are a few niches carved into the walls, and a few chains hang from the ceiling, similar to the ones you saw in the chamber above. There's enough space that you could easily set the spelljamming helm up in here.
Erma takes a heavy breath, closes her eyes and growls loudly through clenched teeth. "This is starting to piss me off!"
She uses her Channel Divinity: Preserve Life. It can restore hitpoints up to half of the max hitpoints. There's a total pool of 15, out of which she uses 5 for herself, another 5 on Roy and the last 5 on Rel.
Rel thanks Erma heartily. "Mr. Roy, excellent work. Take some time and familiarize yourself with those controls, let's find out what this (very scary) lady is capable of. Veena, Erma, Gloix, let's go get that helm and bring it back up here."
This post has potentially manipulated dice roll results.
Zaius steadies himself as the ship stops rolling and swaying. “Nice trick, Roy. Think you can figure out how to drive this thing?” As Rel directs the others to bring the spelljamming helm up, Zaius moves back to the access shaft and stands guard, mindful that the whole deck was not cleared yet and keeping an eye on the other passageways for any signs of threats. Perception: 11.
Erma starts rigging up some ropes just in case, all along the way from this room to where the helm currently is. "So that we'll have something to hold on to in case things happen again."
Roy can quickly determine that these controls are for the "security system" left behind by the beholders when they left; it's not a more general system for flying the ship or anything like that. Given that it seems to have been set to trigger when a creature entered any of the chambers on this deck, it seems likely that one of them was where the helm was; though since a beholder has little use for a chair, you're not sure what their spelljamming helm would look like. [If somebody wants to know, give me an Arcana check; if you have Vehicle (Space) proficiency (and you aren't already proficient) then add your proficiency bonus to the check.]
With all the ropes rigged up, you're fairly easily able to haul the helm to this deck, and can install it in whichever of the chambers you choose.
With the trap disabled, you're able to check out the other chambers at your leisure. The second chamber is much like the first, while the third is an entirely empty spherical space, the only feature being a number of glyphs carved or scorched into the surface of the rock. [If you're searching the chambers thoroughly, make an Investigation check.]
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Erma stands up and staggers to Veena to cast cure wounds for 12 health.
Rel similarly stands up and casts cure wounds on himself for 8 health.
"What the hell was that? Are we under attack?!"
Gloix staggers to the floor and lays there a moment before rising to his feet, "What is happening? Did someone press a button?"
Zaius tries to brace himself as the ship continues to spin. “This rock is out of control, Cap’n. No one touched anything. I don’t even know what to touch!” Athletics: 19.
.
You've barely had time to pick yourselves back up and heal some of the damage, before the ship flips again!
[Another DC 15 Dexterity save; on a failure you take 11 bludgeoning damage and are knocked prone, or on success you take 5 bludgeoning damage and are not prone. Zaius, having successfully braced, makes the save with advantage and takes no damage on a success. Veena save: 11]
[Roy, having studied the interface you're able to disable the trap with no check required, assuming you want to?]
Erma dex save: 17
Rel yelps, "Not again?!"
DEX save 16
Assuming Roy makes the Dex save yes he’ll disable it.
Dex: 5
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Roy, looking a bit bloodied and worse for wear (down to 5 HP) makes his way over to the symbols and sets about stabilizing the ship.
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Rel lies on the 'floor' panting, waiting for the ship and his head to stop spinning. He groans. "Uggh. Is it too late to request a desk job back on Toril?"
Zaius Dex saveUnable to parse dice roll..
.
Roy touches a series of symbols, and the panels change from red to green, and then fade away as the security wards are disabled.
Proceeding into the chamber, you find a mostly empty space. A few stone plinths rise from the floor at wide intervals, there are a few niches carved into the walls, and a few chains hang from the ceiling, similar to the ones you saw in the chamber above. There's enough space that you could easily set the spelljamming helm up in here.
Erma takes a heavy breath, closes her eyes and growls loudly through clenched teeth. "This is starting to piss me off!"
She uses her Channel Divinity: Preserve Life. It can restore hitpoints up to half of the max hitpoints. There's a total pool of 15, out of which she uses 5 for herself, another 5 on Roy and the last 5 on Rel.
Rel thanks Erma heartily. "Mr. Roy, excellent work. Take some time and familiarize yourself with those controls, let's find out what this (very scary) lady is capable of. Veena, Erma, Gloix, let's go get that helm and bring it back up here."
Roy nods his thanks to Erma and busies himself with the controls.
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
Zaius steadies himself as the ship stops rolling and swaying. “Nice trick, Roy. Think you can figure out how to drive this thing?” As Rel directs the others to bring the spelljamming helm up, Zaius moves back to the access shaft and stands guard, mindful that the whole deck was not cleared yet and keeping an eye on the other passageways for any signs of threats. Perception: 11.
.
Erma starts rigging up some ropes just in case, all along the way from this room to where the helm currently is. "So that we'll have something to hold on to in case things happen again."
Roy can quickly determine that these controls are for the "security system" left behind by the beholders when they left; it's not a more general system for flying the ship or anything like that. Given that it seems to have been set to trigger when a creature entered any of the chambers on this deck, it seems likely that one of them was where the helm was; though since a beholder has little use for a chair, you're not sure what their spelljamming helm would look like. [If somebody wants to know, give me an Arcana check; if you have Vehicle (Space) proficiency (and you aren't already proficient) then add your proficiency bonus to the check.]
With all the ropes rigged up, you're fairly easily able to haul the helm to this deck, and can install it in whichever of the chambers you choose.
(Are there any differences in the three side chambers, or are the identical and empty?)
With the trap disabled, you're able to check out the other chambers at your leisure. The second chamber is much like the first, while the third is an entirely empty spherical space, the only feature being a number of glyphs carved or scorched into the surface of the rock. [If you're searching the chambers thoroughly, make an Investigation check.]