This post has potentially manipulated dice roll results.
[I'll take Icarus's second roll and convert to athletics; and Yaris's boost gives a +2 to everyone else]
Icarus makes it through the maces, and is not far behind Da'Kal in making it up the pole. Zoide tries next, but slips on the greasy pole and would've taken a nasty impact with the ground if Da'Kal didn't catch him. Kiki also slips off the pole but glides harmlessly to the ground. Finally Yaris tries himself but hits the same patch of grease and slips off, hitting the ground, taking 2 bludgeoning damage.
[Icarus and Da'Kal have completed the course, and may want to use the Help action to give advantage to the other three, who need to try their DC12 Athletics again.]
Da'Kal's offered assistance turns out to be unnecessary: Kiki has found all the tricky spots now and easily scales the pole; Zoide and Yaris still have a little trouble, and almost slip once or twice, but are able to hang on and reach the top. The gong rings out for the fifth time, and an attendant notes down your names as having completed the course!
[I'm going to give inspiration to Da'Kal and Yaris for helping others through the course, recognising that it's a team activity. With that, if I've counted correctly, there's just Spelljammer training in the Nexus to go; in the interest of not splitting the party, I'll assume you all head there together]
As you arrive at the entrance to the Spelljammer Nexus, security officers posted outside check your insignia and direct Corps members up a short flight of stairs to a viewing gallery above the main floor. The Spelljammer recruits are directed into the nexus itself: a large, high-ceilinged chamber. Dominating the space is a thirty-foot-high orrery depicting a scale model of Realmspace: a tight cluster of five planets spinning around a yellow sun, with three more strangely shaped bodies further out. Toril, the planet you're currently on, is identifiable by Selune and her Tears orbiting it in turn.
Eight small but not-to-scale miniature ships are also attached to the orrery; they are colour coded to eight spelljamming helms positioned in a circle around it. You don't immediately see any other people in the Nexus.
[I'll give you a moment to look around before your teacher show up...]
[Kiki has to take a break for IRL stuff, so we'll handwave her though the training and I think it's just Icarus playing it?]
Suddenly a loud fanfare blares out and a flash of light and smoke explodes in front of the orrery; the smoke quickly clears to reveal a pale human with blonde hair immaculately styled into a fashionable pompadour, eyes that shimmer like pools of quicksilver, and arms raised in a classic ta-da! pose.
"Welcome Spelljammers! Saerthe Abizjn, at your service," Saerthe bows elaborately. "You are the lucky few that has the magical talent, and will soon have the training, to propel a vessel through the astral sea. Please, have a seat." They gesture towards the helms with a wink.
Nothing happens as you sit in the helm. "Unfortunately before we activate the helms and let you attune to them, there is a short theory lesson," with a motion of their hand, they produce an image floating in the air: a spelljamming helm titled with the words Spelljamming 101: An Introduction. [We'll gloss over the fantasy PowerPoint; instead read the How Spelljamming Works section in Chapter 2 of Astral Adventuring, and the decription of the spelljamming helm.]
"And now, the practical section!" Saerthe announces, and the helm hums to life. Your awareness is plunged into the orrery, and you find yourself able to visualize the model ship as if you were standing on its deck. A pins-and-needles feeling suffuses your whole body, like feeling a limb that you didn't know you had is waking up after being slept on for too long. You hear Saerthe's voice say, "All you have to do is move your ship from the planet it is orbiting, to one of the other planets in the system." It takes a little time to feel your way around moving the ship; while the vessel maneuvers much like a sailing ship, it feels more like moving an arm or leg.
Icarus lets out a gasp as the new sensation takes hold and he is emersed into the reality of the helm.
He starts out slowly moving the ship from the planet it is orbiting and towards the other nearby planet. He is looking to get the feel of what it is like, the speed of both the ship as well as the feedback to helm. In moments of rest he asks, "Are there weapon systems available through the helm or just flying?"
"The helm propels hundreds of tons of ship, crew and cargo across unfathomable distances at uncomprehendable speeds," Saerthe replies portentously. "That is its power, and that is its responsibility." After a beat, they add in a lighter tone, "After all, we have to leave our Corps colleagues with something to do." You feel, rather than see, in much the same way you feel the pull of the planet below the ship, Saerthe bend down to speak quietly in your ear. "And now I must ask you a question. Something inside your mind holds you back. What is it? Speak, or it may just poison your ability to fly."
Icarus says, “what do you mean. I trained to be a soldier but my skill is magic. I’m not sure what if anything is holding me back. This experience is all new but not distasteful. “
As you answer the question—or rather, as you don't, instead rejecting its very premise—you feel the weight of the planet behind you dwindle to a pinprick, and something falls into place in your mind. The phantom limb of your ship feels like it is stretched out then snapped forward, like a bowstring, and suddenly you're hurtling through the modelled realmspace, no longer simply flying but truly spelljamming. In what feels like a matter of moments you feel the ship drop back again to flying speed, the weight of your destination planet right ahead of you, and you easily manoeuvre into orbit. Pulling your consciousness back into yourself, you detach from the helm and open your eyes to find Saerthe quietly applauding. "Excellent work, cadet," they beam at you.
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Icarus Dex Save: 18
D&D since 1984
Next save for Icarus
Dex Save: 20
D&D since 1984
Da"kal waits for the others and stands ready to catch them if they fall (don"T know how high the thing is and if we would get hurt by a fall).
Catch Athletics 19
Climb Attempt 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
Yaris will spend this turn giving people a boost up the first part of the pole, ensuring they get enough of a start to possibly support.
(Assuming a str roll, let me know if different)
Str: 12
Once every has made it up the post and down safely, Yaris will attempt to make his way up the post himself.
Athl: 6
Yaris Hurley | Water Genasi Monk Lvl 1 | Karrion's Spelljammer Port
(Come on ... dice gods where art thou?)
Yaris Hurley | Water Genasi Monk Lvl 1 | Karrion's Spelljammer Port
Kiki races for the finish!
6 athletics
[I'll take Icarus's second roll and convert to athletics; and Yaris's boost gives a +2 to everyone else]
Icarus makes it through the maces, and is not far behind Da'Kal in making it up the pole. Zoide tries next, but slips on the greasy pole and would've taken a nasty impact with the ground if Da'Kal didn't catch him. Kiki also slips off the pole but glides harmlessly to the ground. Finally Yaris tries himself but hits the same patch of grease and slips off, hitting the ground, taking 2 bludgeoning damage.
[Icarus and Da'Kal have completed the course, and may want to use the Help action to give advantage to the other three, who need to try their DC12 Athletics again.]
Da"Kal will absolutely HELP somebody complete the task.
"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
Thank god I can't get two bad rolls right? ... ummm I hope not
12
Yaris Hurley | Water Genasi Monk Lvl 1 | Karrion's Spelljammer Port
Third time's the charm...
18
Da'Kal's offered assistance turns out to be unnecessary: Kiki has found all the tricky spots now and easily scales the pole; Zoide and Yaris still have a little trouble, and almost slip once or twice, but are able to hang on and reach the top. The gong rings out for the fifth time, and an attendant notes down your names as having completed the course!
[I'm going to give inspiration to Da'Kal and Yaris for helping others through the course, recognising that it's a team activity. With that, if I've counted correctly, there's just Spelljammer training in the Nexus to go; in the interest of not splitting the party, I'll assume you all head there together]
As you arrive at the entrance to the Spelljammer Nexus, security officers posted outside check your insignia and direct Corps members up a short flight of stairs to a viewing gallery above the main floor. The Spelljammer recruits are directed into the nexus itself: a large, high-ceilinged chamber. Dominating the space is a thirty-foot-high orrery depicting a scale model of Realmspace: a tight cluster of five planets spinning around a yellow sun, with three more strangely shaped bodies further out. Toril, the planet you're currently on, is identifiable by Selune and her Tears orbiting it in turn.
Eight small but not-to-scale miniature ships are also attached to the orrery; they are colour coded to eight spelljamming helms positioned in a circle around it. You don't immediately see any other people in the Nexus.
[I'll give you a moment to look around before your teacher show up...]
Da"kal examines the planets and other models, giving them a poke with a false claw. *MMMM too much thinky*
"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
Icarus also examines the models
D&D since 1984
[Kiki has to take a break for IRL stuff, so we'll handwave her though the training and I think it's just Icarus playing it?]
Suddenly a loud fanfare blares out and a flash of light and smoke explodes in front of the orrery; the smoke quickly clears to reveal a pale human with blonde hair immaculately styled into a fashionable pompadour, eyes that shimmer like pools of quicksilver, and arms raised in a classic ta-da! pose.
Nothing happens as you sit in the helm. "Unfortunately before we activate the helms and let you attune to them, there is a short theory lesson," with a motion of their hand, they produce an image floating in the air: a spelljamming helm titled with the words Spelljamming 101: An Introduction. [We'll gloss over the fantasy PowerPoint; instead read the How Spelljamming Works section in Chapter 2 of Astral Adventuring, and the decription of the spelljamming helm.]
"And now, the practical section!" Saerthe announces, and the helm hums to life. Your awareness is plunged into the orrery, and you find yourself able to visualize the model ship as if you were standing on its deck. A pins-and-needles feeling suffuses your whole body, like feeling a limb that you didn't know you had is waking up after being slept on for too long. You hear Saerthe's voice say, "All you have to do is move your ship from the planet it is orbiting, to one of the other planets in the system." It takes a little time to feel your way around moving the ship; while the vessel maneuvers much like a sailing ship, it feels more like moving an arm or leg.
Icarus lets out a gasp as the new sensation takes hold and he is emersed into the reality of the helm.
He starts out slowly moving the ship from the planet it is orbiting and towards the other nearby planet. He is looking to get the feel of what it is like, the speed of both the ship as well as the feedback to helm. In moments of rest he asks, "Are there weapon systems available through the helm or just flying?"
D&D since 1984
"The helm propels hundreds of tons of ship, crew and cargo across unfathomable distances at uncomprehendable speeds," Saerthe replies portentously. "That is its power, and that is its responsibility." After a beat, they add in a lighter tone, "After all, we have to leave our Corps colleagues with something to do." You feel, rather than see, in much the same way you feel the pull of the planet below the ship, Saerthe bend down to speak quietly in your ear. "And now I must ask you a question. Something inside your mind holds you back. What is it? Speak, or it may just poison your ability to fly."
Icarus says, “what do you mean. I trained to be a soldier but my skill is magic. I’m not sure what if anything is holding me back. This experience is all new but not distasteful. “
D&D since 1984
As you answer the question—or rather, as you don't, instead rejecting its very premise—you feel the weight of the planet behind you dwindle to a pinprick, and something falls into place in your mind. The phantom limb of your ship feels like it is stretched out then snapped forward, like a bowstring, and suddenly you're hurtling through the modelled realmspace, no longer simply flying but truly spelljamming. In what feels like a matter of moments you feel the ship drop back again to flying speed, the weight of your destination planet right ahead of you, and you easily manoeuvre into orbit. Pulling your consciousness back into yourself, you detach from the helm and open your eyes to find Saerthe quietly applauding. "Excellent work, cadet," they beam at you.