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Realmspace Sortie (Part 3)


Cointhief

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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


Tired from her long hours of cleaning and scrubbing and smelling of an odd blend of Mr. Bubbles and Scramsax Selects, Yahs decides to try retiring in one of the meditation chambers for a little quiet solitude. It had been quite a long time since she'd actually taken a moment or two to practice her forms and meditations, to do so again was a welcome respite from the machinations of the academy and worries over the next round of grades or wildspace catastrophe. Shoftly burbling her regular chant, she noticing again the numerous holes dotting the walls of the chamber. Listening to the various voices and noise emanating through the tiny tunnels, she couldn't help but wonder if they could provide a faster way of moving through the ship. At least for herself and Lazuli. On a whim she squishes out her form and slithers into one of the tunnels to see where it might lead.

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 spacer.pngCelsior Loriniscil, Prince of Alfheim

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

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


The third mediation room does not feel like a room for a beholder. When Celsior has some down time, he would take his time to investigate looking for clues to better identify the previous occupant or to create a profile of them.

Examining the garbage, he pulls all the autognomes out of the garbage and lays them out almost assembled. Maybe if they find the head, they could discover what chopped them up.

Celsior visits the mangonel and congratulates Louis and Krik'Lit. He helps finish anything and load the weapon.

He huddles with everyone who wants to discuss the spelljam. He asks the crew how long the trip will take. Are there any other preparations that we need to take before starting the voyage? The crew should be near the end of their shift. Should we rest before spelljamming?

Mechanics

Active spells: Familiar, Light

Action: Short Rest

Edited by JubalBreakbottle (see edit history)
Name
Short Rest HD
9
2d6+4 3,2
Investigation (mediation room)
25
1d20+5 20
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Yahs' hole snooping

Yahs slowly oozes the last of her excretion sacs and light-sensitive ganglia into the tiny holes discovered in the meditation chambers. She pushes and pushes, and sure enough, eventually her entire body slops inside the strange network of small tunnels. Branching, twisting, falling...it is a labyrinth of passages at times no larger round than a man's arm. Navigation is almost impossible, and the blob from outer space feels her bravery put to the test as she begins to wonder...'do I remember the way back out'?

Steadying her nerves, she realizes she can hear other parts of the ship, and use those sounds to navigate to a certain extent. Yahs quickly finds a way to the hollow deck, where a noisy Louis and Krik'Lit are banging together planks into a space weapon. She finds a path down to the cargo deck, where Ryeback is molding edible goo into more appetizing shapes, singing a Sword Coast sea shanty surprisingly in tune. Finally, the cadet finds Lazuli splorching out mumbles in her druidic syllables as she attunes to the helm on the command deck.

On further thought, the fact that the tiny tunnels carry sound to different decks would make the meditation chamber a great place for a commander to station themselves should they wish to communicate with the other decks.

However, something unsettles the plasmoid about it all. That recurrent ticking of a clock. Scratches of metal on stone. Flashes of monochrome light that seem more like signals than some random phenomenon. It doesn't take an ace sleuth to put together these clues. Something else is crawling around in the tunnels with her, perhaps the thing that formed them. Try as she might, she can never get sight of it (or them)...it (or they) appears to be evading her movements.

~~~

Celsior's meditation room search

Despite all his cunning, there isn't much evidence to analyze. The incense sticks and bowls could be from anywhere, although the scent is one unrecognizable to his ancestor-enhanced sniff. They do seem to be the right quality for certain wizardly rituals, however.

The strangely revered man with the long-hair and mustache has a certain cultural dress which could be from somewhere on Toril...although the astral elf isn't really familiar with that world to say exactly where. Luckily, the poster has a dedication scrawled on the back: 'To My Dearest Karley, mind is continually the disciple. 2 Good + 2 Be = 4 Gotten!! XOXOXO'. Karley definitely sounds like a human or demihuman name...but there just isn't enough information.

On a hunch, the captain decides to rip open one of the pillows. Inside are colorful pegasus feathers and a tag that reads 'Under penalty of Waterdhavian law this tag not to be removed except by the consumer'.

Celsior's dumpster dive

Celsior pulls out a total of 6 autognome bodies from the pile of wreckage. Some of them aren't torn apart as much as the others...but that's what's odd. The ones that are assembled sport mismatched paint jobs and seemingly swapped appendages. The legs of one of them appear to better match the designs of a different torso. Another actually has 2 left feet, just like Tarto's husband. The strangest one has a mouth where a robotic nipple should be. But pulling the wrong parts off or trying to arrange them correctly yourself would be a tall order indeed, especially without any tools or a space degree in arcano-robotics. OOC: Tinker tools and Arcana check needed to try to fix these.

~~~

OOC: Assuming you are ready to jam...just say so. Lazuli feels herself as a giant beholder from the enhanced perspective of the helm.

Edited by Cointhief (see edit history)
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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 and Krik'lit manage to get the mangonel in place and attach at least some sort of cover for it so their weapon construction isn't completely obvious to other passing ships. With only three stones, we're not going to win any fights against beholders.

Back at Ryeback's Pork House, Lou buys Krik-Lit a few drinks of whatever Thri-Kreen drink and then looks to the others while he enjoys his 'pork' sandwich.

"Krik-Lit did an amazing job building the mangonel, but we better hope we never need it. We could only find enough stone for three boulders. Any more and we would have seriously weakened the ship's hull. "


Mechanics

Assuming Yahs doesn't get attacked in the tunnels, Lou is ready to move on.

Main Hand: none
Off Hand: none


Lou's Action: none
Move: none
Manipulate: none
Bonus Action: none
 
Opal's Action: tag along
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.

     

 

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

AC 17 | HP 27/27 (12 THP) | 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


Assuming she gets the order from the Captain, Lazuli makes vroom vroom noises from holes along her sides as she moves the ship, navigating the beginning of their journey.
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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


Sliding out of one of the listening tubes like an oversized can of mushroom soup, Yahs reforms herself near where Celsior busies himself trying to reassemble the dismember autognome. Offering a quick salute to the captain, Yahs leans in and whispers quietly.

"Did some scouting through the tubes running through the ship sir." She says, trying to glance around in every direction at once which causes her eyes to revoltingly squish outward and around in opposite directions. "We aren't alone. There's something else crawling around in there." An eye stalk suddenly forms and stretches out to peer down another of the narrow tubes. "Can't track it down alone. But....it's definitely in there." The stalk moves to another opening, blinks down it several seconds and then slides back into her main form.

 

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 spacer.pngCelsior Loriniscil, Prince of Alfheim

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

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


To the weapons crew, Celsior adds, "good call Lou. We'll need to make those three stones matter."

Replying to Yahs, he nods and calls a crew meeting. When everyone is gathered and settled down, the prince offers, "thanks everyone for your effort and teamwork. We've got this ship ready to jam."

"During the 14 day trip, I plan to reassemble these autognomes that we pulled out of the garbage. At least to find out what happened to them, and maybe add some crew. Please see me if you want to help."

After a brief pause, he continues, "but before we jam, Yahs discovered that we are not alone on this rock. I think we should take care of this before jamming, so Yahs, Squishy, Lou, and I will go on a bug hunt. Ryebeck you've the cargo deck, and Veena, you've got the Command Deck. Make sure our gear is secure, and be our reserve in case we get cut off."

"Any suggestions before we go get 'em?"

Mechanics

Active spells: Light

Action:

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Veena clicks her heels, stifling a smile at the assignment, shouting "Sir, yes sir!" at the top of her lungs a little too eagerly before blushing and running upstairs.

OOC: If anyone else wanted to roll short rest HD before the 'bug hunt' please do so now.

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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 perks up at the discussion of hunting something on the ship. He doesn't like the idea that there's something else here, but relishes the chance to hunt it down.

"I can't fit in as tight of places as Yahs and Lazuli, but goblins were made for fighting in small tunnels."


Mechanics

Main Hand: none
Off Hand: none


Lou's Action: none
Move: none
Manipulate: none
Bonus Action: none
 
Opal's Action: tag along
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.

     

 

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OOC: Size Small creatures can enter the echo tunnels, but for combat purposes they will be Squeezed. Squeeze is identical to Restrained, only you move as if Difficult Terrain instead of speed 0. Attacks at Disadv, enemies attack you at Adv. Disadv Dex saves. Plasmoids will not suffer Squeeze.

Edited by Cointhief (see edit history)
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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk (Way of Mercy) 3 CG

AC: 16 | HP: 23/23 | HD: 2/3 | 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


Before they slither back into the narrow tunnels, Yahs takes the time to draw out as best she can a map of the twisting and turning tube network. It's clear she's no cartographer and her penmanship would get her a solid afternoon of detention back in Miss MacGurdo's writing and literature class. But it does manage to get the basic point across. That point being it was easy to get lost in there.

Short Rest HD

Edited by DM-Tareth (see edit history)
Name
Short Rest HD
8
1d8+1 7
Short Rest HD
2
1d8+1 1
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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 looks in to the holes. He starts to climb in but then realizes his bow won't fit across, and a slashing scimitar is not the best, so he'd be limited to a dagger, and even that would be difficult. He backs out.

"These are a little too tight for a goblin. We'll stay with Celsior and guard the exits so it can't escape. Try to flush it out towards us."


Mechanics

Main Hand: none
Off Hand: none


Lou's Action: none
Move: none
Manipulate: none
Bonus Action: none
 
Opal's Action: tag along
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)
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OOC: To speed this up and not get bogged down with minutiae, why don't we just do a group Survival check to see how well you guys 'flush them out'. Similar to hunting small game when the trails are concealed by ground cover.

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 spacer.pngCelsior Loriniscil, Prince of Alfheim

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

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


"Good idea Lou. Go get 'em guys." Celsior tries to flush them.

 

Mechanics

Active spells: Familiar, Light

Action: Survival

Name
Survival
2
1d20 2
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Plasmoid.jpg.2a97192db590b36ed168657a4f2abba8.jpgYahs Anirys Plasmoid Monk (Way of Mercy) 3 CG

AC: 16 | HP: 23/23 | HD: 2/3 | 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


With all ready, Yahs stuffs herself back into the tunnel and begins to try and track down the elusive stowaway.

WIS(Survival)

Edited by DM-Tareth (see edit history)
Name
WIS(Survival)
19
1d20+3 16
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