Eris leads the way to the end of the corridor, which opens into a spherical space, with the floor sloping down in a bowl shape with a circular hole at the very bottom. Directly opposite you and to either side, three wider passages lead to other chambers, and between them two more narrow corridors like the one you just came from lead to the other access shafts.
[The floor here is traversable but counts as difficult terrain; you can tell the helm would need to be installed on a flat floor, though.]
"Alright. We're on the second level out of four guys All we need is to find the route that leads to the command deck. Any others we can head back once we're done. Gotta warn you though the terrain is only going to get more rugged the more we descent. Seriously. the floor is so badly scraped and slanted that one slip from any of you guys holding the helm is enough to drop the seat entirely." Eris warns as she reads the map before eyeing the center of the space and peers at the middle corridor that leads to the hollow deck. She turns to the team that's carrying the helm. "Are you all capable of making your way through this rough surface or should I hold back and help a little? Seems like from the map the controls centre is all the way down beyond this hole, where the hollow deck is..."
Rollback Post to RevisionRollBack
Seria (Female Dragon-In-Disguise Sorcerer, Draconic Bloodline)
"Alright then. Watch your step all of you. I'll hold back a little in case one of you feels fatigued or something ok?"Eris replies back as she leads them to the other side.
Rollback Post to RevisionRollBack
Seria (Female Dragon-In-Disguise Sorcerer, Draconic Bloodline)
Eris leads you all across the concave floor to the chamber entryway opposite the corridor you entered from. The moment she steps into the chamber, a grating noise blares out throughout the deck, and a series of small sections of wall around head height, flanking each of the chamber and passage entries, light up with a jumble of complex symbols and flashing red pictograms. The ship shudders, and begins to tilt, spinning rapidly end over end!
[Initiative! In the interest of time, I'll roll everyone's initiative up front: Da'Kal: 21 Eris: 19 Icarus: 8 Princess: 21 Zoide: 21 Veena: 17 ]
Da'Kal, Princess and Zoide all react immediately! The ship is about to tumble, knocking you off your feet and possibly into a painful collision with a wall or floor, if you don't do something to prevent it.
[The three of you are up first, then the ship gets its turn.]
Princess will swear or at least it sounds like swearing, and try and decipher the pictographs and at the same time take a running jump towards the chair being carried “tosser d’n de sl’p!” She will yell.
Princess takes a few seconds to look over the flashing glyphs, and realises it's a system interface she's seen before on a few fancy yachts. [Studying the interface takes your action, and you'll be able to interact with it on your next turn. Also, your nat 20 saves me from having to admit that I forgot to note that you could add your space vehicle proficiency to that roll...]
Da'Kal grabs for the nearest section of wall with three of her hands, while also still holding onto the helm to try to prevent it from smacking into anyone. Zoide also tries to brace but isn't quite able to find a handhold before the ship rolls.
[Ship action: Everyone make a DC 15 Dexterity save; on a failure you take 8 bludgeoning damage and are knocked prone, or on success you take 1 bludgeoning damage and are not prone. Da'Kal makes the check with advantage and takes no damage on a success. Icarus I'll say you can use the nat 20 your rolled for acrobatics above as a success on your save instead. Veena save: 11.]
[Eris is up next (though, spoiler, Princess is probably going to be able to shut the trap off before its next turn)]
Eris leads the way to the end of the corridor, which opens into a spherical space, with the floor sloping down in a bowl shape with a circular hole at the very bottom. Directly opposite you and to either side, three wider passages lead to other chambers, and between them two more narrow corridors like the one you just came from lead to the other access shafts.
[The floor here is traversable but counts as difficult terrain; you can tell the helm would need to be installed on a flat floor, though.]
"Alright. We're on the second level out of four guys All we need is to find the route that leads to the command deck. Any others we can head back once we're done. Gotta warn you though the terrain is only going to get more rugged the more we descent. Seriously. the floor is so badly scraped and slanted that one slip from any of you guys holding the helm is enough to drop the seat entirely." Eris warns as she reads the map before eyeing the center of the space and peers at the middle corridor that leads to the hollow deck. She turns to the team that's carrying the helm. "Are you all capable of making your way through this rough surface or should I hold back and help a little? Seems like from the map the controls centre is all the way down beyond this hole, where the hollow deck is..."
Seria (Female Dragon-In-Disguise Sorcerer, Draconic Bloodline)
"Onwards"
D&D since 1984
Princess nods. “Oim roit.”
(I’m alright.)
"Alright then. Watch your step all of you. I'll hold back a little in case one of you feels fatigued or something ok?" Eris replies back as she leads them to the other side.
Seria (Female Dragon-In-Disguise Sorcerer, Draconic Bloodline)
Eris leads you all across the concave floor to the chamber entryway opposite the corridor you entered from. The moment she steps into the chamber, a grating noise blares out throughout the deck, and a series of small sections of wall around head height, flanking each of the chamber and passage entries, light up with a jumble of complex symbols and flashing red pictograms. The ship shudders, and begins to tilt, spinning rapidly end over end!
[Initiative! In the interest of time, I'll roll everyone's initiative up front:
Da'Kal: 21
Eris: 19
Icarus: 8
Princess: 21
Zoide: 21
Veena: 17
]
Da'Kal, Princess and Zoide all react immediately! The ship is about to tumble, knocking you off your feet and possibly into a painful collision with a wall or floor, if you don't do something to prevent it.
[The three of you are up first, then the ship gets its turn.]
Princess will swear or at least it sounds like swearing, and try and decipher the pictographs and at the same time take a running jump towards the chair being carried “tosser d’n de sl’p!” She will yell.
(Toss her down the slope!)
Da'Kal tries to grab hold of a section of wall and one of her close companions to prevent them from slipping.
STR/Athletics 20
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
[Princess, give me an Arcana check to study the readouts; Zoide give me an Athletics to brace yourself for the roll.]
21
Nat 20 for 21
Icarus will look to also find a point to brace on, tie one end of a rope to then then toss it to the others
Acrobatics: 7
Athletics: 15
D&D since 1984
(Does Princess need to do an acrobatics for her jump?)
Princess takes a few seconds to look over the flashing glyphs, and realises it's a system interface she's seen before on a few fancy yachts. [Studying the interface takes your action, and you'll be able to interact with it on your next turn. Also, your nat 20 saves me from having to admit that I forgot to note that you could add your space vehicle proficiency to that roll...]
Da'Kal grabs for the nearest section of wall with three of her hands, while also still holding onto the helm to try to prevent it from smacking into anyone. Zoide also tries to brace but isn't quite able to find a handhold before the ship rolls.
[Ship action: Everyone make a DC 15 Dexterity save; on a failure you take 8 bludgeoning damage and are knocked prone, or on success you take 1 bludgeoning damage and are not prone. Da'Kal makes the check with advantage and takes no damage on a success. Icarus I'll say you can use the nat 20 your rolled for acrobatics above as a success on your save instead. Veena save: 11.]
[Eris is up next (though, spoiler, Princess is probably going to be able to shut the trap off before its next turn)]