As the door to the cabin opens, Vanizi will cast Detect Magic using her Eldritch Sight feature. She peers through the door trying to sense any magic within.
The captain listens but asks, "You said 'pretending to be a giff' and something about banishing him? What was it and why did you banish it? Also, why do you want this rod? Finally, can any of you help fix my wing?" Her last question contains a hint of desperation - she clearly misses her ability to fly and wants to get her other prosthetic repaired and functional.
Vanizi's eldritch sight notes that the sword, ring, and lantern are all magical.
"Hello! OH WOW THAT IS SUCH A COOL WING!!!" Zyl flutters over to the woman and sits down near her. "I'd love you help you with your wing! Those are so amazing! I got wings too! Not as cool as yours though! Hey, you want a brownie?"
Not seeing any signs of where the rod might be, Vanizi turns her attention to the captain. "The rod is very important to preventing a great evil," she says. "We have to find all the parts and put them together. But we'd be glad to help you with your wing. Or, I mean, others I am sure will help. I'll do what I can... which is probably not very much."
"Good. Come, I'll show you my wing and while you help me fix it, I'll tell you about the rod piece we have." Inda leads you out of her cabin (Z15) to the prow space forward, which ends in the heart of Havoc. There is another door to the space next to hers, though. This room (Z16) formerly served as the Lambent Zenith’s navigation room. It now functions as Inda’s workshop. A chunk of mast has pierced the doors to the corridor and fills one corner of the room. A large bronze sphere hovers in the center of the room, spinning idly. Splayed on the table below is a wing-shaped contraption.
You can attempt to help Inda repair the prosthetic wing. One of you must first succeed on a DC 15 Investigation or Survival check to know which joints must be reconnected. Then, one of you must succeed on a DC 17 Sleight of Hand check to reconnect the joints; if you have proficiency with tinker’s tools you make this check with advantage. Once a successful Sleight of Hand check has been made, Inda knows she can tinker with the wing enough that it will eventually work. However, if one of these checks fails by 5 or greater, the DC to succeed raises by 2. If a check fails by 10 or more, you permanently damage the wing.
This post has potentially manipulated dice roll results.
Lyrena steps closer, looking over Zyl's shoulder. She's completely flummoxed. "I'm going to trust you on this one," she remarks, patting her on the head in a way that's probably supposed to be encouraging. Whether it succeeds is a different matter entirely, but she's doing her best.
(To keep things moving, I'll post as if nobody else succeeds...)
Despite the group's best efforts to determine what repairs are needed, they can't solve this particular puzzle. The captain looks dejected for but a moment before shrugging and saying, "Well, I suppose it didn't hurt to have ya look it over. I appreciate yer help with my crew, too. I have one last favor to ask - can you escort me back to my crew? Without my wing and by myself, I'm no match for the critters out there. Then you can have the rod piece...the Zenith ain't gonna sail again." She smiles with a resigned look on her face, finally accepting her fate.
"But," she adds, "the rod piece is stored in a safe room directly beneath the ship’s bridge. To protect the rod piece from raiders, the safe room was equipped with magical security wards that triggered when the ship crashed. The safe room’s wards are powered by two runes. One is located on the headboard of the bed in the ship’s stateroom back aft, and the other is in the starboard study, on the wall above the desk. The runes are invisible, and both runes need to be deactivated to access the safe room. Since you've helped me out, the pass phrase for deactivating the runes is 'The moon sings a song for the lost.'”
"Great!" Vanizi says. "We already took care of the first ward back aft. But anyway, I think we can escort you to your crew though. If the others don't mind it." She looks to see if anyone else objects, then is ready to move off to take the captain back to the crew.
This post has potentially manipulated dice roll results.
DM roll: 6
(Please describe your route back to the aft section of the ship. Are you going straight there, or stopping in the starboard section on the way to deactivate the 2nd ward?)
"Just a moment," says Vesta before they all depart. "I'll take a look at your wing as well."
The sorceress is able to locate the joints that need reconnecting. "Right here, look. Does anyone have nimble fingers that could reconnect this?" she asks the group.
The captain tells you that you can rest in the forward hold below - it is isolated and safe. She also thanks Vesta for identifying the small section of gears and metal wire that had gotten tangled up! Maybe she can get help from her crew to repair it...
While the others are resting, Vesta decides to pump them up with a brief speech about what they've accomplished so far on the Lambent Zenith and how close they are to reaching their goal.
"We're almost there, just a little longer, and we'll have the next piece!" she exclaims excitedly. Vesta's speech encourages everyone, and they feel somewhat stronger and better prepared to face any dangers ahead.
Inspiring Leader Feat - You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 17 temp HP once per short rest.
As the door to the cabin opens, Vanizi will cast Detect Magic using her Eldritch Sight feature. She peers through the door trying to sense any magic within.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
The captain listens but asks, "You said 'pretending to be a giff' and something about banishing him? What was it and why did you banish it? Also, why do you want this rod? Finally, can any of you help fix my wing?" Her last question contains a hint of desperation - she clearly misses her ability to fly and wants to get her other prosthetic repaired and functional.
Vanizi's eldritch sight notes that the sword, ring, and lantern are all magical.
Love God. Love Others. Any Questions?
"Hello! OH WOW THAT IS SUCH A COOL WING!!!" Zyl flutters over to the woman and sits down near her. "I'd love you help you with your wing! Those are so amazing! I got wings too! Not as cool as yours though! Hey, you want a brownie?"
Not seeing any signs of where the rod might be, Vanizi turns her attention to the captain. "The rod is very important to preventing a great evil," she says. "We have to find all the parts and put them together. But we'd be glad to help you with your wing. Or, I mean, others I am sure will help. I'll do what I can... which is probably not very much."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"Good. Come, I'll show you my wing and while you help me fix it, I'll tell you about the rod piece we have." Inda leads you out of her cabin (Z15) to the prow space forward, which ends in the heart of Havoc. There is another door to the space next to hers, though. This room (Z16) formerly served as the Lambent Zenith’s navigation room. It now functions as Inda’s workshop. A chunk of mast has pierced the doors to the corridor and fills one corner of the room. A large bronze sphere hovers in the center of the room, spinning idly. Splayed on the table below is a wing-shaped contraption.
You can attempt to help Inda repair the prosthetic wing. One of you must first succeed on a DC 15 Investigation or Survival check to know which joints must be reconnected. Then, one of you must succeed on a DC 17 Sleight of Hand check to reconnect the joints; if you have proficiency with tinker’s tools you make this check with advantage. Once a successful Sleight of Hand check has been made, Inda knows she can tinker with the wing enough that it will eventually work. However, if one of these checks fails by 5 or greater, the DC to succeed raises by 2. If a check fails by 10 or more, you permanently damage the wing.
Love God. Love Others. Any Questions?
(Survival: 12...with bardic?)
Lyrena steps closer, looking over Zyl's shoulder. She's completely flummoxed. "I'm going to trust you on this one," she remarks, patting her on the head in a way that's probably supposed to be encouraging. Whether it succeeds is a different matter entirely, but she's doing her best.
Bardic inspiration: 2
Vanizi had been kind of casually watching the others. But she decides to look closer and see if she can figure out what to do with the wing.
(Investigation: 10)
Unfortunately, she just isn't sure.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Investigation: 8
"Hmm" Davis says, and adds nothing.
(To keep things moving, I'll post as if nobody else succeeds...)
Despite the group's best efforts to determine what repairs are needed, they can't solve this particular puzzle. The captain looks dejected for but a moment before shrugging and saying, "Well, I suppose it didn't hurt to have ya look it over. I appreciate yer help with my crew, too. I have one last favor to ask - can you escort me back to my crew? Without my wing and by myself, I'm no match for the critters out there. Then you can have the rod piece...the Zenith ain't gonna sail again." She smiles with a resigned look on her face, finally accepting her fate.
"But," she adds, "the rod piece is stored in a safe room directly beneath the ship’s bridge. To protect the rod piece from raiders, the safe room was equipped with magical security wards that triggered when the ship crashed. The safe room’s wards are powered by two runes. One is located on the headboard of the bed in the ship’s stateroom back aft, and the other is in the starboard study, on the wall above the desk. The runes are invisible, and both runes need to be deactivated to access the safe room. Since you've helped me out, the pass phrase for deactivating the runes is 'The moon sings a song for the lost.'”
Love God. Love Others. Any Questions?
"Great!" Vanizi says. "We already took care of the first ward back aft. But anyway, I think we can escort you to your crew though. If the others don't mind it." She looks to see if anyone else objects, then is ready to move off to take the captain back to the crew.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
DM roll: 6
(Please describe your route back to the aft section of the ship. Are you going straight there, or stopping in the starboard section on the way to deactivate the 2nd ward?)
Love God. Love Others. Any Questions?
"Just a moment," says Vesta before they all depart. "I'll take a look at your wing as well."
The sorceress is able to locate the joints that need reconnecting. "Right here, look. Does anyone have nimble fingers that could reconnect this?" she asks the group.
Investigation - 24
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
"I think we could use a rest before we move on?" Davis asks.
[short rest?]
The captain tells you that you can rest in the forward hold below - it is isolated and safe. She also thanks Vesta for identifying the small section of gears and metal wire that had gotten tangled up! Maybe she can get help from her crew to repair it...
Love God. Love Others. Any Questions?
"I'm fine either way, but we can take a short rest of people would like to," Vanizi says.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Zyl is fine but if others want to rest she doesn't mind, she'll just talk to the winged lady about flying and brownies.
Maybe we better make it a short short rest. Just in case. :D
Davis could use a short rest, if we have a battle encounter he'll be in trouble!
While the others are resting, Vesta decides to pump them up with a brief speech about what they've accomplished so far on the Lambent Zenith and how close they are to reaching their goal.
"We're almost there, just a little longer, and we'll have the next piece!" she exclaims excitedly. Vesta's speech encourages everyone, and they feel somewhat stronger and better prepared to face any dangers ahead.
Inspiring Leader Feat - You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 17 temp HP once per short rest.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
(OK - take your short rest! Then tell me how you're going to proceed =)
Love God. Love Others. Any Questions?