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Trial by Fire (Part 2)


Cointhief

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image.png.2d23aaf2a784ca56dedff2d74903ecd0.pngAfter another minute in the dazzling, simulated state of spelljamming hyperspeed, Squishy again feels the arcane fail-safes fire...triggering a drop back to tactical speed.

Coliar, the Dawn Herald: a world lost in endless, turbulent clouds spattered with infinitely tall wooden structures whose only verified inhabitants are beady-eyed eagle-folk and fire-breathing dragons. Luckily, the goal of the mission resides not within the gas giant itself, but rather inside the asteroid cluster that surrounds it.

After a few minutes scanning with the spyglass, the wreckage of the abandoned ship is located. From this distance and the devastation, it is hard to even guess what kind of ship it once was...further, something seems to be obscuring it, a mist of white metallic glitter.

The crew will simply have to get closer to make any headway with the salvage operation.

Skill Challenge 3. Navigating the asteroid cluster without taking damage. Skills allowed are same as before, except Spelljammer now has Arcana or Perception.

DC 13.

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spacer.pngCelsior Loriniscil, Prince of Alfheim

Inspiration Yes | HP 14/14 | HD 2/2 | Step 2/2 | Shield 1/1

Bladesong 2/2 | Recovery 1/1 | 1st-level 3/3


After the came out of hyperspeed, Celsior goes to shake hands with Lou. "Thanks for taking the shot. I had a feeling the loaded weapons would be better but the sense of when to use them."

Backing away, he calls to the whole crew. "While Squishy threads the needle of the asteroid belt. Let's reload the ballista and secure the decks which were fired."

Mechanics

Skill challenge: Persuasion

Name
Persuasion
11
1d20+2 9
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Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

AC 17 | HP 19/19 | HD 1/1 | Inspiration No | P.Perception 15

Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +5 | Cha +0

Resistances: Acid and Poison


Extending her senses as far as they can go, Lazuli begins navigating towards the ship. "Steady as we go..." Somehow, though, she seems to miss something important.

Edited by KingGoblin (see edit history)
Name
Wisdom (Perception)
10
1d20+5 5
Wisdom (Perception)
8
1d20+5 3
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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk 2 CG

AC: 16 | HP: 16/16 | HD: 2/2 | PP: 13 | Inspiration: Yes | Speed: 40 ft | GP: 60
Str 11 (0) Dex 16 (3) Con 12 (1) Wis 16 (3) Int 11 (0) Cha 9 (-1)

Attacks: Spear (P)1d20+5;1d6+3 | Unarmed(B) 1d20+5;1d4+3 | Sling(B)1d20+5;1d4+3 | Quarterstaff-Mop(B) 1d20+5;1d6+3
Magic: Sacred Flame (DEX vs DC13; 1d8) | Shield of Faith(Bonus; +2AC) | Ki Pool: 2/2


Yahs burbled a sigh of relief as she finally corralled the last grinning blue flame and poured a bucket of sand on the slippery bacon bit. With a buried squeak and soft hiss, the fire was out. Covered in soot and her outer membrane scorched in several places from the initial Mr. Bubble infused combustion, the plasmoid looked on dejected at the sorry state of the foredeck. She spotted at least a half-dozen safety violations in just one quick glance. She gulps. Not the least of which is the burnt halyard rope for the topsail. Several other lines looked to be damaged but that halyard was going to be trouble. She launches herself across the deck and reaches for the line. Initially she slips and starts to fall short of the line just as it gives up to the strain and snaps, but pushing herself she stretches...and stretches...and stretches her pseudopod out far enough to snatch the rope just as it breaks. A heartbeat later she extends a second limber pod out to wrap around the winch and to resecure the line and prevent the sail from collapsing.

Gasping and stretched to the very limits of her ectoplasmic form she offers a quick manic smile and squeezes out a brief "Deck...secure...Captain."

DEX(Acrobatics) vs DC13

Inspiration DEX(Acrobatics) vs DC13

Edited by DM-Tareth (see edit history)
Name
DEX(Acrobatics) vs DC13
11
1d20+3 8
Inspiration DEX(Acrobatics) vs DC13
23
1d20+3 20
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"Lou" Louis Dufray (Goblin Ranger 2) sheetspacer.png


AC: 16 | HP: 18/24 | Initiative: +3 | Passive Perception: 17 | Features


Lou runs around the deck, securing any still loose items so they don't interfere with the captain and pilot. He also makes sure the rigging is secure, something that he's found needs to be checked everytime one drops out of spell jamming speed.

"Batten down the hatches everyone!"

Unfortunately, he gets tangled in the ropes and falls flat on his face, unable to provide much help to the others. While the others deal with the challenge, he spends his time trying to get untangled.


Mechanics

Main Hand: Shortbow
Off Hand: none


Action: none
Move: none

Manipulate: none

Bonus Action: none

Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.

     

 

Edited by BobtheWizard (see edit history)
Name
Acrobatics
6
1d20+5 1
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At first, Lazuli skillfully weaved in and out of the colossal void sentinels...avoiding their ire. Her extended senses bristled like cat's whiskers off the port and starboard hammerhead, but with time the sheer density of the debris field made avoiding every obstacle simply a statistical impossibility.

*thud* *ding* *WHAM* An occasional whump and metallic clang heralded something much more dangerous. The ship's outer layers absorbed the impacts, leaving visible marks and scratches on its once-pristine surface. A rotary alarm was triggered somewhere far up the main mast...followed by the scratchy voice of an ex-performer bellowing "Squishy! Hard to port!" It was Zibbles, sighting far off the studding sail boom, nearly his entire striped and painted body a solid pointing arrow to the rapidly approaching death stone. It wasn't enough.

*KrAKK*

The hammership yawed from the impact, tossing the crew to the deck and scrambling to heed Celsior's orders. Lazuli had almost halted the ship's impetus to nothing, but the momentum was still perilous as the hammership plowed sideways, clipping mountain after mountain off the little worlds like an insane gardener cutting grass. It was a tireless effort from all deckhands in a desperate attempt to minimize the lasting damage and initiate whatever quick repairs wouldn't immediately be beaten down. Only Yahs with her amazingly stretchy sailwork seemed to come through in the pinch, preventing most of the main sails from becoming useless tatters.

At last the full motion of the ship was arrested, and the crew persevered thanks to that unwavering focus...the damage done from the hazardous terrain was quite evident, but hardly fatal to their mission. Of course, they would have to get back out...

But the wreckage is within boarding distance...what is left of the once graceful flying fish. The scintillating silver seen earlier obscuring the view is now obviously ice crystals, the ship's food stores crystalized to diamond dust as they waver and bob on the gravity plane. More wreckage than ship, its hard to find any solid ground to drop a plank on.

Celsior and Yahs linger on finding a good place to board, while Laz and Louis almost simultaneously point out the logbook bouncing nearby the demolished captain's quarters.

The gravity plane here is similar to the surface of an ocean, lots of garbage and stuff bobbing up and down. The captain's log is among them.

Your own ship has taken some light damage but is safe for the moment. You could spend time assessing how much, or focus on the mission of retrieving the log.

How you go about getting the log will require some creativity given the lack of solid ground, so lets hear some IC ideas/discussion. :)

Edited by Cointhief (see edit history)
Name
Celsior Perception
12
1d20+2 10
Lazuli Perception
21
1d20+5 16
Louis Perception
23
1d20+5 18
Yahs Perception
13
1d20+3 10
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Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

AC 17 | HP 19/19 | HD 1/1 | Inspiration No | P.Perception 15

Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +5 | Cha +0

Resistances: Acid and Poison


Lazuli twists herself up a bit, looking here and there about how to get the logbook. "Probably a job for Mage Hand. Or a rope. Get us within 10 feet and I can grab it with a pseudopod."

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"Lou" Louis Dufray (Goblin Ranger 2) sheetspacer.png


AC: 16 | HP: 18/24 | Initiative: +3 | Passive Perception: 17 | Features


Lou takes out his rope, makes a lasso, and starts to twirl the loop above his head like a cowboy. He throws the loop at the remains of the other ship, hoping to catch ha cleat or secure belaying pin.

"Let's see if we can lasso this stray sheep. Yeehaw!"

Unfortunately, Lou's apparent lack of skill with ropes proves his attempt futile once again, but not for lack of enthusiasm. He lasso catches a belaying pin, but it was not secure, and as the lasso tightens and Lou gives it a pull, the pin comes out, releasing whatever ropes it had been holding.


Mechanics

Main Hand: Rope
Off Hand: none


Action: none
Move: none

Manipulate: none

Bonus Action: none

Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.

     

 

Edited by BobtheWizard (see edit history)
Name
Acrobatics or Sleight of Hand
7
1d20+5 2
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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk 2 CG

AC: 16 | HP: 16/16 | HD: 2/2 | PP: 13 | Inspiration: Yes | Speed: 40 ft | GP: 60
Str 11 (0) Dex 16 (3) Con 12 (1) Wis 16 (3) Int 11 (0) Cha 9 (-1)

Attacks: Spear (P)1d20+5;1d6+3 | Unarmed(B) 1d20+5;1d4+3 | Sling(B)1d20+5;1d4+3 | Quarterstaff-Mop(B) 1d20+5;1d6+3
Magic: Sacred Flame (DEX vs DC13; 1d8) | Shield of Faith(Bonus; +2AC) | Ki Pool: 2/2


"I've no magics that could help. But does anyone have a grappling hook? Would be easier than a lasso." Yahs asks. She looks around the deck for any sign of what would usually be pretty standard equipment aboard a working ship. But then she recalls this being a simulation and shrugs. "If not, then perhaps we could tie a rope to one of the ballista bolts? Fired at this close range it should sink deep into the wood and be pretty secure. Then we could use that to bring the ships closer together or one of us climbs across."

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spacer.pngCelsior Loriniscil, Prince of Alfheim

Inspiration Yes | HP 14/14 | HD 2/2 | Step 2/2 | Shield 1/1

Bladesong 2/2 | Recovery 1/1 | 1st-level 3/3


Celsior actively listens to and nods at the suggestions of each of the crew. "Yes, I've got Mage Hand as well, Squishy. If we're not close enough, we Astral Elves can Starlight Step closer and return. So, we need to get within 60 feet of the log, for this to be a walk in the park."

"Otherwise, maybe I can hit it with an arrow with a string and pull it here." Celsior tails off. Looking back into the debris and measuring distances in his head.

Mechanics

Skill challenge: Persuasion

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Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

AC 17 | HP 19/19 | HD 1/1 | Inspiration No | P.Perception 15

Saves: Str -1 | Dex +3 | Con +1 | Int +2 | Wis +5 | Cha +0

Resistances: Acid and Poison


Lazuli clarifies, "Oh, I can't cast Mage Hand. I just thought that all Mages could. Honestly, I can't cast anything, unless I switch control of the ship over to you, Captain. I am familiar with working in zero gravity, though, if you want to yeet me over at the book," she offers, helpfully.

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image.png.7d50ee47961e2c0104fea37fbb252c09.pngLou chucks a knotted rope into the ship debris, the hard knotted end shattering through the side of a sub-zero crate and spilling out icy little fruits from yesteryear...or Bacon's imagination, you suppose. The rock hard nuggets scatter in accordance to the laws of gravitation, and you realize yes indeed those are kiwis. That unusually furry fruit, frozen solid from the void tumble like their own little tropical asteroid field...preserved for the dead gods to enjoy. The log book is no closer.

It is about 100 ft away. You could spend a Step to perch on some tumbling debris from whence you might capture it with mage hand. That would require a DC 13 acrobatics to stay balanced and not tumble all over. If you want to fire the ballista and pull the ship closer, hit AC 13 with the ballista's attack. Or, arrow and string with normal bow again hit AC 13. Alternatively, Squishy could jump into the gravity plane. Guess what...DC 13 acrobatics to snatch it and return safely.

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"Lou" Louis Dufray (Goblin Ranger 2) sheetspacer.png


AC: 16 | HP: 18/24 | Initiative: +3 | Passive Perception: 17 | Features


Lou listens to the others' suggestions and goes to the ballista, tying a rope to one of the giant bolts, while tying the other end to our ship to make sure if he misses the bolt doesn't fly off into space.

"If I can't lasso the ship, let's see if I can at least hit it."

He then shoots the bolt at the other ship, trying to hit the deck.


Mechanics

Main Hand: none
Off Hand: none


Action: shoot ballista
Move: none

Manipulate: none

Bonus Action: none

Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.

     

 

Name
Ballista
24
1d20+7 17
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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk 2 CG

AC: 16 | HP: 16/16 | HD: 2/2 | PP: 13 | Inspiration: No | Speed: 40 ft | GP: 60
Str 11 (0) Dex 16 (3) Con 12 (1) Wis 16 (3) Int 11 (0) Cha 9 (-1)

Attacks: Spear (P)1d20+5;1d6+3 | Unarmed(B) 1d20+5;1d4+3 | Sling(B)1d20+5;1d4+3 | Quarterstaff-Mop(B) 1d20+5;1d6+3
Magic: Sacred Flame (DEX vs DC13; 1d8) | Shield of Faith(Bonus; +2AC) | Ki Pool: 2/2


Seeing the heavy bolt sink deep into the wood of the wreck, Yahs grabs the line and begins to pull when the Captain gives the order. Her form bubbles and blurps as she strains to reel in the massive frozen whale of a wrecked ship. At one point her coloring turns an unhealthy shade of reddish purple. Fortunately, before any internal fluid sacs actually burst she feels the tension in the rope start to slack just a little. A bit of progressed made? She certainly hoped that was the case as she kept pulling the rope with every bit of strength she could muster.

 

STR(Athletics)

Edited by DM-Tareth (see edit history)
Name
STR(Athletics)
13
1d20 13
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