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Realmspace Sortie (Part 3)


Cointhief

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Ok, I may have misunderstood. If you are instead searching for the exact thing to do, and not flipping at random, I'll take your first roll since you know the language of beholders (Undercommon). If others want to take the same approach, it will be Arcana because the beholder design is so alien.

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It's probably something in between. He's not studying them trying to determine which it should be and he's getting tossed about chaotically, so he'll probably flip a switch or turn a knob if he's 50% confident it might help.

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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk (Way of Mercy) 3 CG

AC: 16 | HP: 16/23 | HD: 3/3 | 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: 3/3


The long slow climb through the access tunnel of the beholder ship leaves Yahs longing for the brightly lit, rather messy, utilitarian confines of the academy cadet quarters. Everything within this dark, stone monstrosity causes her outer membrane to crawl and twitch. With each step and touch, it is like the slime and mucus of the ship tries to cling or merge with her own mutable membrane. Rather than moving around a fleet ship, she feels as if she were stuck walking across the worst of the worst, scroungiest, sticky, dive bar floors in all of the Sword Coast. Her discomfort is definitely not helped when Lou's boot squelches into the unseen eye and the ship begins its internal security tumble. The centrifugal force quickly has her oozing and spreading along the outer wall of the chamber. Although not particularly painful, the feeling is still very unpleasant as she peels herself away from the slimy surface to try and find someplace safer to ride things out until someone can figure out which blinking button shuts down the wild ride.

DEX Save vs DC15

Adding Damage Roll

Adding DEX(Acrobatics)

Edited by DM-Tareth (see edit history)
Name
DEX save vs DC15
SyntaxError: Unknown token from character [
1d20+5[/dice]
DEX Save vs DC15
23
1d20+5 18
Adding Damage Roll
7
2d6 4,3
Adding DEX(Acrobatics)
7
1d20+3 4
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spacer.pngCelsior Loriniscil, Prince of Alfheim

Inspiration Yes | HP 14/20 | HD 2/2 | Step 2/2 | Shield 1/1

Bladesong 2/2 | Recovery 2/2 | 1st-level 4/4 | 2nd-level 2/2


Ready to climb and explore with weapons securely stowed, Celsior dons one of the four climbing kits and ensure each of his companions have secured theirs, too. The plasmoids prove challenging but eventually successful.

Knowing that his time in the Obstacle course proved that he is not the one to lead this sortie, he follows Lou in the ascent through the rock. When it's obvious a light source is required, the prince magically ignites his celestially glowing hair.

Pulsar flies beyond them staying close to the climbers looking for threats. Surprisingly, they get to the Command Deck without issues, until they trip an active ship alarm. The prince takes a spinning console to the head before he can get his legs under him.

Trying to avoid damage, Celsior searches for the alarm deactivation switch on the appropriate console. "Try to find the alarm deactivation!" He calls out the obvious, like a good leader.

Mechanics

Active spells: Familiar, Light

Move: Stand from prone. Move to console

Action: Use Vehicle (space) to find the alarm deactivation switch

Edited by JubalBreakbottle (see edit history)
Name
Dex DC 15
14
1d20+3 11
Vehicle (space) or Arcana
13
1d20+3 10
'ride things out', roll Acrobatics
12
1d20+3 9
Trap damage
6
2d6 4,2
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Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

AC 17 | HP 15/27| HD 3/3 | Inspiration Yes | P.Perception 15

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

Resistances: Acid and Poison


Lazuli troops along with the others, interested in the goop along the corridors as a potential food source, or at least as something she and Yahs will probably have to clean up. At least, she thinks it is organic.

 

Fortunately for her, she can't really taste or smell anything, so it isn't as unpleasant as it could be. And darkness or light make no real difference to the fungus-related plasmoid. She can feel her spores around her, and generally gets an idea of what the surroundings are like, to the point where Celsior's light doesn't really seem necessary, although it does make things easier.

 

Then, Lou steps on an eyeball, and all heck breaks loose. Spinning about, Lazuli squeals, "Whee!!!" as air is forcibly evacuated from various pockets in her body, and she spins madly, if not totally unpleasantly, with the ship and the others. "Aye, Captain, looking at buttons!" she exclaims, standing up and moving to figure out the controls of the ship.

OOC

Going to roll for the damage and all that, but for her action, using the Help action on Lou's roll to figure out the controls to give him Advantage.

Edit: Gah, max damage. Well, next turn she'll activate her Symbiotic Entity, I suppose, but for now standing from Prone and using Help for Lou's attempt to find the right control.

 

Edited by KingGoblin (see edit history)
Name
Dexterity Save DC 15
13
1d20+3 10
Roll Damage
12
2d6 6,6
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The combined efforts of Louis, Celsior and Lazuli locate a bulbous, sinewed appendage labeled something like 'Authorization' or 'Trust'. In the strange technological literacy of the beholders, such mockeries of flesh are often fashioned into useful devices. By dislocating a few slimy joints with sick *crikks* and *pops* of cartilage, using the weight of their fall to enhance the breaking effort, they sense a response in the ship and the rotation begin to slow. The blazing, chittering alarm also mercifully begins to weaken in intensity.

Meanwhile Yahs spends her last carnival ticket to take a ride on the Wheel of Fortune and loses, the blob thwacking a stone console here or mucus covered module there...the rhythm of her tumbles wholly disharmonious with the trap's spin cycle.

OOC: Unfortunately Yahs' Acrobatics result isn't high enough to avoid damage this round. Everyone please make one more DC 15 Dexterity save vs fall damage and prone (save for half). The ship then stabilizes shortly after, and we are back out of initiative time.

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"Lou" Louis Dufray (Goblin Ranger 3) sheetspacer.pngspacer.png

AC: 16 | HP: 32/32 | Initiative: +3 | Passive Perception: 17 | Features
Opal AC: 16 | HP: 20/20 | PP: 14 | Features

Lou grabs on to what he thinks is the right appendage. It's not really a knob, more like a bit of flesh sticking out of a table. But he pulls on it anyway, pretty sure that this is what he read in the library.

"This is it!"

Opal continues to cower in a corner but slips at the last minute and is flung against the ceiling before bouncing to a stop in the middle of the room.


Mechanics

Main Hand: none
Off Hand: none


Lou's Action: hold on
Move: none
Manipulate: none
Bonus Action: none
 
Opal's Action: hang tight
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
Lou's Dex Save
24
1d20+5 19
Opal's
8
1d20+3 5
Damage
10
2d6 4,6
Opal advantage
16
1d20+3 13
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@BobtheWizard OOC: Apologies, I forgot to adjucate Opal's action during the first round. He/she was bracing, meaning with an Athletics DC 15 check, she can take no damage this round on a successful save (instead of half), and has advantage on the Dex save.

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 spacer.pngCelsior Loriniscil, Prince of Alfheim

Inspiration Yes | HP 11/20 | HD 2/2 | Step 2/2 | Shield 1/1

Bladesong 2/2 | Recovery 2/2 | 1st-level 4/4 | 2nd-level 2/2


When the Command Deck first begins to spin, Celsior's celestial owl splatters against the wall with the remains dissolving into aether.

"Great job Lou!" The prince calls out while trying not to hit anything else hurtful.

Mechanics

Active spells: Familiar, Light

Action: Roll with It! 14 -7/3 = 11 hit points

Familiars only have 1 hp

Edited by JubalBreakbottle (see edit history)
Name
Dex DC 15
15
1d20+3 12
half damage
7
2d6 2,5
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OOC: Yes, sorry I didn't realize it was out. Without the actual (hover) ability listed next to its fly speed (such as the air elemental has in its entry), or a Feather Fall or similar cast from its master (which I don't think you had known or prepped), it will need to make the saves. It can 'Brace' (Athletics) or 'Roll with it' (Acrobatics) on its Round 1 turn (after taking Round 1 damage), and if beat DC 15 on the Check, get Advantage on the Round 2 Dex Save and possibly take no damage.

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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk (Way of Mercy) 3 CG

AC: 16 | HP: 17/23 | HD: 3/3 | 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: 3/3


Yahs tries to roll with the rolling, but her natural aversion to the tyrant decor results in her being unable to maintain a reasonable grip. The next thing she knows the plasmoid finds herself flopping around within the chamber like a pair of wet trousers. Splat...Splork...Splink...TANG! The sound of her spear's tip clatters off some rare metallic section of wall. When several coppers worth of loose change goes flying out of her holding pouch along with her spare roll of soggy toilet paper, the plasmoid has finally had enough. Sprouting a quartet of stretchy pods she latches each one onto a hard point along the chamber wall and finishes riding out the spinning with relative ease once Lou and Squishy find the shutoff switch.

DEX Save vs DC15

Adding Damage Roll

Edited by DM-Tareth (see edit history)
Name
DEX Save vs DC15
25
1d20+5 20
Adding Damage Roll
4
2d6 1,3
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Lazuli Lazali Lulura, AKA SquishySlimeGirl.jpg.be6391fa65f486754161b2eadaffc135.jpg

AC 17 | HP 9/27| HD 3/3 | Inspiration Yes | P.Perception 15

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

Resistances: Acid and Poison


Lazuli continues trying to keep from splattering all over the place, as the ship stabilizes. "Whew. Gonna make some spores. Is everyone Ok? Well, Ok-ish?"

 

OOC: I have four first level spell slots, can make 40 goodberries. Any objections to that before she does it? I assume we all need some healing.

Edited by KingGoblin (see edit history)
Name
Dexterity Save DC 15
21
1d20+3 18
Fall Damage
6
2d6/2 6,6
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With the tummy tumbling space acrobatics settled to a new stable vector, the party can scout the command deck properly.

Following the alien language and analogue shapes on the console on a hunt for weaponry, Louis is attracted to the giant hole in the center of the space. It appears something massive was meant to snap-in to the gap, which looks directly outward through the hollow deck and into Wildspace...something that would apparently power and fire a massive laser beam whose diameter matched the ship's. It's unclear to the goblin how this could possibly be made operational without the missing component, and finally Lou concludes with some sadness that any mangonels or other ship-to-ship weaponry will need to be constructed themselves.

Elsewhere on this deck, the others find a nook which (after only minimal swabbing) could be a clean, level platform to install the spelljamming helm. After reinforcing the ladder and hauling the seat up here, that is.

OOC: Lazuli, if you're asking me it's totally fine. It's part of my job to get you guys to burn through your resources, so please be my guest. :) As each berry provides sustenance for 1 day, you might RP getting nauseous after the 5th or 10th berry...but I won't force a mechanic on anyone if that's what you mean. Reminder there are also 10 healing potions down in the cargo bay with Ryeback and the supplies...assuming they all didn't just die and all the supplies didn't just get destroyed.

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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk (Way of Mercy) 3 CG

AC: 16 | HP: 17/23 | HD: 3/3 | 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: 3/3


"Aye...I'm okay." Mumbles Yahs as she struggles to get herself back in order. "Just a little bruised and twisted up." The sight of her booted foot sticking out of her chest while a sleeved arm waves from the top of her head is more than a little stomach curdling. It takes a few minutes several of which are spent cursing over a knot in her uniform but eventually she is back to her usual displeasing face and shape. Seeing the filthy spot where a helm could be located, the plasmoid gets down to doing what she does best. With mop and...she quickly double checks...the non alcoholic deck cleaner, she busily gets to work swabbing the space spic and span.

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