J-H
The four of you have been traveling in the mountains for several days, following reports of something strange.  The rumors were conflicted, mentioning a comet, a badly injured Roc, and other things that made even less sense.

Earlier today, you spotted something from a long distance away.  A strange circular object of some sort lies in the mountains, crashed at an angle into the rocky slope of a small valley which shields it from being viewed at long distance.  It resembles a pair of plates, one turned upside down upon the other, with several shiny blisters around the upper and lower rims.

The bottom of the object is embedded into the ground, which is cratered up around it as though it fell from the sky and hit with great force.

It may be approached from within the small valley it's in get at the underside, or you can circle around on the heights to approach it from the top.

What do you do?
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 99/99, AC: 17
Conditions: None
Spell Slots: 2/3  
 
  

Hamza, being the deeply suspicious and superstitious sort, will cast Invisibility on herself and her three companions before any sort of attempt is made to approach the mysterious disc. She will then activate her winged boots to fly directly upwards about 100ft to get a better view of the area and the object itself, checking for movement before the group approaches.

 
 Spoiler 
Perception check:  (1d20+6)[ 22 ] 
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior 
 AC: 22 HP: 136/136 
 PPer: 14 PInv: 14 PIst: 14  
 Conditions: --  
 
  

Mug has been with Hamza long enough to have experienced this before, but he always gets a kick out of being invisible. He holds his hand up a couple feet in front of his face and watches it disappear as the magic takes hold.

Now hidden from sight, he causes the flames on his sword to erupt.

  "I'm going forward."  

He tries not to kick up any dust, but neither does he move quietly. He wants the others to be able to know where he is by following the sound of his footsteps. He first approaches via the most direct route, towards the underside of the disc, and investigates that side before circling around it and examining the top.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 125/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 

Perry gives a polite, unseen bow to Hamza after she casts the glamour over them,   Much obliged Lady Hamza.   He smiles, knowing no one can see him.   How do you all think we should approach? Seems if we head around we can come down from above and see what's up top. But if we head straight into the valley we'll get at its undersides.

What do y'all think it is? Or what's inside?  

In between words, he hears the footfalls of someone moving away,   Hello? Hamza? Mug? Hadril?  

The halfling sighs,   Okay Perry, let's not be the last one to the party when the glamour wears off like last time.   He starts moving up, looking for signs of his allies in the grass ahead.
 
 
  
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 Conditions: -- 
 Reckless: --  
 
  

Being invisible helped, and as always he gave her s salute with two fingers as he drew a trio of shining from between his fingers.

The place looked bad from a standard point of view. 'Just' two sides.


 
 Originally Posted by Dr.Samurai 
  How do you all think we should approach? Seems if we head around we can come down from above and see what's up top. But if we head straight into the valley we'll get at its undersides.

What do y'all think it is? Or what's inside? [/COLOR]

In between words, he hears the footfalls of someone moving away,   Hello? Hamza? Mug? Hadril?  

The halfling sighs,   Okay Perry, let's not be the last one to the party when the glamour wears off like last time.   He starts moving up, looking for signs of his allies in the grass ahead. 
 

With a shake of his head he wondered again why he was feeling so absent minded again.

"I will follow you." Hadril told the halfing. "You know, before Mug, my idea of barbarians was 'Jump first, look later'. Funny how life have the time to prove one wrong."

With that he takes his side and gives a stealth walk.


 
 Spoiler: Spoiler 

 (1d20+6)[ 15 ]  Perception
 (1d20+9)[ 13 ]   (1d20+9)[ 16 ]  Stealth (advantage)
 
J-H
Hamza flies up, looking at the strange object from a distance.  Her new perspective reveals a ragged hole about 6' across near the center of the top of the disc.  It's tilted into the ground, so the side with the hole is facing away from the valley approach.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 99/99, AC: 17
Conditions: None
Spell Slots: 2/3  
 
  

Having seen the hole, Hamza will approach it cautiously and peek inside.

If it appears to be safe she will cast Prestidigitation twice, to create the illusion of a small bird that will sing. The rest of the group, having travelled with Hamza for some time, will understand that to mean "get your arses over here".

If it appears to be unsafe she will cast Prestidigitation twice to create the illusion of a small groups of noisy bats. The rest of the group, having travelled with Hamza for some time, will understand that to mean "get your arses over here we've got trouble".
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 125/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 

Perry chuckles at Hadril,   Mug is a man of action, this much is true.   As the two go forward, they see the sign from Hamza.   Let's approach with some caution.   Perry says, before sneaking over toward the illusion to meet with Hamza.

 
 Spoiler: Stealth 

 (1d20+7)[ 13 ] 
 
 
 
  
J-H
As Hamza flies towards the ship, the mountain breeze whips at her clothes and cloak, causing them to flap.  She's invisible, but unfortunately not very silent.

As she gets to within 300' of the ship, several beams of white light appear, raking the air around her position.

 
 Spoiler 

Laser beam, ranged spell attack against 3 adjacent squares/cubes, x 4
Disadvantage due to invisibility
Top 1
Attack  (1d20+11)[ 20 ]  or   (1d20+11)[ 15 ] 
for  (4d8)[ 24 ]  radiant damage

Top 2
Attack  (1d20+11)[ 16 ]  or   (1d20+11)[ 24 ] 
for  (4d8)[ 22 ]  radiant damage

Bottom 1
Attack  (1d20+11)[ 15 ]  or   (1d20+11)[ 17 ] 
for  (4d8)[ 27 ]  radiant damage

Bottom 2
Attack  (1d20+11)[ 14 ]  or   (1d20+11)[ 30 ] 
for  (4d8)[ 17 ]  radiant damage

Concentration checks for invisibility if needed
 (1d20)[ 4 ] +mods
 (1d20)[ 1 ] +mods
 (1d20)[ 3 ] +mods
 (1d20)[ 5 ] +mods

Init
Hamza  (1d20+2)[ 4 ] 
Exterior turrets  (1d20)[ 2 ] 
 


As far as any of the four of you can see, there was no movement or warning, just beams of scorching bright light coming from the shiny blisters near the edge of the disk, slicing through the air all around the warlock.  There are three blisters visible on the top side, and two on the bottom side; her flight meant she was close to edge-on with the object, allowing line of sight to all of them.  One of the three top blisters is near where the ship crashed into the mountain, farther from her, and didn't fire.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior 
 AC: 22 HP: 136/136 
 PPer: 14 PInv: 14 PIst: 14  
 Conditions: --  
 
  

As Hamza beats him to the metal disc, he watches as the blisters lash out in some sort of lightning bolt type spell.  What crazy magic is this? 

He stops his approach from valley and talks to where he thinks Hadril and Perry are.

  "Let's go around and approach from the top. There's only two lightning launchers up there."  

If they agree, he will lead them to circle around the crash site and approach from above.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 99/99, AC: 17
Conditions: None
Spell Slots: 1/3  
 
  

Having dodged the lasers with  obvious  remarkable skill, even though nobody will have technically seen it, Hamza will cast Dimension Door and teleport directly inbetween the two sources of the light that fired on her from the top side. If they try to fire upon her again, they may end up hitting each other, but given she's invisible they may not even notice she's there.
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 3d10 
 Conditions: -- 
 Reckless: --  
 
  

Cursing under his breath he kept his pace forward, this time on the air. The small burst of speed from kicking the ground the only -at least he hopes- clue of his presence. Something was shot. There was no clue it was Hamsa. The lack of falling things helped picture that outcome. So, if they keep at it maybe he can get there fast enough.

Just to make sure manifested another card and threw it a little to the side and ahead. The closer he gets to the ship, the better. With an invisible blink he appeared closer to the ship.(Read over the ship)


 
 Spoiler: Spoiler 

 (1d20+9)[ 22 ]  or  (1d20+9)[ 29 ]  Stealth (advantage)
Bonus action.- teleport 1d10x10 ft. ()
 (1d10)[ 1 ]  Psionic Energy die
 
J-H
Hamza's  Dimension Door  lands her on top of the object, between two of the shiny blisters.  They're each about three feet across and two feet high, so unfortunately, they can still unleash their bright rays without risking hitting each other... and that's exactly what they do.

 
 Spoiler 

Dimension Door gets you there, and you're invisible, but Hide (or being stealthy) takes an action unless you are a rogue, goblin, etc.  Your previous stealth check didn't beat their perception scores, and there's no chance to make a new one before their turn.

Disadvantage due to being invisible
1
Laser beam  (1d20+11)[ 16 ]  or   (1d20+11)[ 15 ] 
for  (4d8)[ 22 ]  radiant

2
Laser beam  (1d20+11)[ 18 ]  or   (1d20+11)[ 21 ] 
for  (4d8)[ 16 ]  radiant

3
Laser beam  (1d20+11)[ 29 ]  or   (1d20+11)[ 17 ] 
for  (4d8)[ 28 ]  radiant

Concentration checks if needed
 (1d20)[ 11 ] 
 (1d20)[ 1 ] 
 (1d20)[ 12 ] 
 Looks like 2 hits and a failed Concentration check? 
 


Two of the beams connect with Hamza, burning her as they silently carve channels of light through the air.
 =&gt; Hamza 

The rest of the party starts to move to the right, circling around so they can approach from above without being in danger for so long...but it will take them several minutes to make their way across and then up the rocky mountainside.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: None
Spell Slots: 1/3  
 
  

Reeling from the damage but unperturbed, Hamza says, "Let's see how tough these things are," and unleashes terrifying blasts of eldritch power in the shape of abominable tendrils of the deep before moving in the direction of the centre of the disc and the opening she found earlier.

 
 Spoiler 
Hamza casts Eldritch Blast, aiming all three bolts at the same target.

To attack:  (1d20+11)[ 17 ] , to damage:  (1d10+5)[ 13 ] 
To attack:  (1d20+11)[ 17 ] , to damage:  (1d10+5)[ 10 ] 
To attack:  (1d20+11)[ 30 ] , to damage:  (1d10+5)[ 7 ] 
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 136/136
PPer: 14 PInv: 14 PIst: 14
Psi Dice: 8/8 LR
Telekinetic move: 1/1 SR
Psi Leap: 0/1 SR
Conditions: --  
 
  

Mug watches as the blisters on the top side opposite him seem to fire almost upon themselves. He realizes that something happened to Hamza. Still below the underside of the disc, he cannot see Hamza and is too far away to hear her. He has no idea where she is, but knows she is missing and in trouble. He can only guess that she rushed ahead without everyone else. And they say Mug is reckless.

  "Where is Hamza? What happened? I think she's on the other side of the disc. We need to get to her!"  

He drops his original plan to make the long journey to the top, clicking the heels of his boots when he gets to the 300' range and flying as fast as he can, moving immediately towards the underside of the disc.

 
 Spoiler: OOC 

Using boots of speed and dashing to get to the disc as quickly as possible.
Boots of speed = move of 60, Psi powered leap = 120, then dash for 240 total, so I'm 60 feet away, keeping away from the top side. (I knew I should have taken the mobile feat too)
 
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 3d10 
 Conditions: -- 
 Reckless: --  
 
  

Cursing at his hasty action Hadril decided to move fast and try to get to the top of the saucer.
'She should be still fine. The invisibility will help her.' Hadril projected towards the others with the telepathic link.


 
 Spoiler: Spoiler 

[roll]1d20+9[roll] or [roll]1d20+9[roll] Stealth (advantage)
Dash action + cunning action (dash) 120 ft.
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 125/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 
  What are those things?!   Perry thinks back through the telepathic link. He takes to the sky with his Winged Boots and flies toward the top of the ship as fast as he can.

 
 Spoiler: Actions 

Move - Fly 35ft toward top of ship.
Action - Dash 35ft toward top of ship.
 

 
 
  
J-H
Perrin takes flight.  Distance 230' to saucer, line of sight to top and bottom turrets, invisible.
Mug launches himself forward with a massive, rapid leap.  Distance 60' to saucer, line of sight to bottom turrets, invisible.
Hadril runs forwards, reassuring the others about Hamza's invisibility.  Distance 180' to saucer, line of sight to bottom turrets, invisible.

Hamza's invisibility drops as she fires three tendils of force energy at the northwestern blister.  Two of them deflect off the shining metal exterior, but one hits hard, cracking the metal a bit.  (2 misses, 1 hit for 14 due to vulnerability: force damage).
She moves east, almost reaching the hole in the top.  Hamza distance 10' to hole, line of sight to top turrets, visible.

The three metal domes all emit rays of light from their featureless exteriors, slicing through the air around Hamza, but only one connects.

On the ground, two more target Mug as he closes in.  The beams are silent, except for the hiss of snow sublimating into steam under the heat of the parts of the beam that don't hit.  One of them catches Mug.
 
 Spoiler 

Disadvantage on attacks against Mug because he's invisible, but he was not at all being stealthy.
Attack  (1d20+11)[ 23 ]  or  (1d20+11)[ 27 ]  for  (4d8)[ 11 ]  radiant

Attack  (1d20+11)[ 17 ]  or  (1d20+11)[ 26 ]  for  (4d8)[ 19 ]  radiant

Attacks vs Hamza

Attack  (1d20+11)[ 16 ]  for  (4d8)[ 22 ]  radiant
Attack  (1d20+11)[ 17 ]  for  (4d8)[ 16 ]  radiant
Attack  (1d20+11)[ 12 ]   for  (4d8)[ 11 ]  radiant
Hamza Conc saves for Invis
 (1d20+8)[ 25 ]  or  (1d20+8)[ 11 ] 
 (1d20+8)[ 13 ]  or  (1d20+8)[ 19 ] 
 (1d20+8)[ 23 ]  or  (1d20+8)[ 9 ] 
 

 =&gt; Party
Perrin
Mug
Hadril
Hamza 
(post when you post, I'll resolve it in order)
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 125/136
PPer: 14 PInv: 14 PIst: 14
Psi Dice: 8/8 LR
Telekinetic move: 1/1 SR
Psi Leap: 0/1 SR
Conditions: --  
 
  

Mug takes one shot to the left shoulder, just above his shield. He steadies himself and then closes the final distance and starts swinging at the blisters.

  "Hamza? Are you still ok?"  

He continues trying to take out the underside blisters.

 
 Spoiler: OOC 

Using boots of speed and dashing to get to the disc as quickly as possible.
Attack 1:  (1d20+9)[ 23 ] , Invisible advantage  (1d20+9)[ 10 ] , slashing  (1d8+7)[ 8 ] , fire  (2d6)[ 9 ] 
Attack 2:  (1d20+9)[ 22 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 6 ] 
Attack 3:  (1d20+9)[ 24 ] , slashing  (1d8+7)[ 11 ] , fire  (2d6)[ 5 ] 
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 125/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 

Perry hopes his allies are okay as more and more beams appear from the ship. He continues rushing forward, pulling his greataxe from its harness as he gets closer.

 
 Spoiler: Turn 1 
  Object Interaction   - Draw Vicious Greataxe
  Move   - Fly forward 35ft feet
  Action   - Dash, flying forward 35ft
 

 
 
  
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 3d10 
 Conditions: -- 
 Reckless: --  
 
  

Hadril rushes to the edge of the saucer. Seeing that she was still healthy and having no other solution, he takes out his bow and shoots the damaged blister. 'It still have a long.' The elf projects the Half-elf as the arrow flies through the air.


 
 Spoiler: Spoiler 

Move.- advance 10'
Bonus action (gain advantage)
Attack bow
Sneak attack
 (1d20+9)[ 16 ]  or  (1d20+9)[ 10 ]  Bow (advantage)
 (1d8+5)[ 10 ]  damage
 (6d6)[ 18 ]  sneak attack
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 39/99, AC: 17
Conditions: None
Spell Slots: 1/3  
 
  

Hamza fires off three more blasts of sinewy ichor at the turret and moves just far inside the hole to provide meaningful cover, using her flight to stay airborne, unless there is something else within her movement speed that she can hide behind instead.

 
 Spoiler 
Hamza casts Eldritch Blast at the same target.
To hit:  (1d20+11)[ 27 ] , to damage:  (1d10+5)[ 13 ] 
To hit:  (1d20+11)[ 12 ] , to damage:  (1d10+5)[ 13 ] 
To hit:  (1d20+11)[ 20 ] , to damage:  (1d10+5)[ 12 ] 
 
J-H
Perrin flies forward. Distance 160' to saucer, line of sight to top and bottom turrets, invisible.
Mug flies close, and starts swinging at one of the sources of the beams (hit 3 times for 31 magic slashing; fire is resisted for 4, 3, 2 = 9)
Hadril stands still to aim carefully, but his arrow still bounces off the armored curve of the dome. Distance 180' to saucer, line of sight to bottom turrets.
 note: You can't move and use Steady Aim 

Hamza cracks the northwestern dome twice more (26, 24 = 50 damage) before dropping into the hole, entering what appears to be a square room.
As she drops in, four beams crackle at her from the four corners.

 
 Spoiler 

Interior turret x 4
 (1d20+10)[ 19 ]  for  (2d8)[ 5 ]  radiant

 (1d20+10)[ 17 ]  for  (2d8)[ 7 ]  radiant

 (1d20+10)[ 24 ]  for  (2d8)[ 12 ]  radiant

 (1d20+10)[ 29 ]  for  (2d8)[ 2 ]  radiant
 


The room is about 50x55, and about 15' high.  Metal bunk beds stacked four high with stained and aged bedding are bolted to the floor throughout the room (occupying 10’x5’ spaces), leaving it a grid with limited room for movement, with the exception of the area under the hole, where there’s nothing but a circle of warped floor where the deck was partially melted and then re-cooled.  Aside from the area under the hole and 5’ around it, the room is pitch-black.

The top 5’ of height and 5’ around the walls on all sides, and the 10’ closest to the lone door in one wall (leading to the Cargo Hold), are empty of furniture, creating thus clear fields of fire.  One shining partial dome occupies each of the upper corners of the room.
 Hamza moved 10' to get into the hole, and 5' down to get shot.  Where does she go with her remaining movement? 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 13/99, AC: 17
Conditions: None
Spell Slots: 1/3  
 
  

Having just tried to escape the big lasers only to get hit by little lasers, Hamza summons the same ichor she has been attacking the turrets with but this time as a protective barrier. She then moves towards the movement she saw, trying to use the metal beds as a makeshift form of cover.

She then warns the others telepathically that there are cannons inside as well.

 
 Spoiler 
Hamza uses her bonus action to summon a Tentacle of the Deep next to her.
 
J-H
Hamza moves out of the beam of sunshine into the darkness and down to the ground, summoning a tentacle before her.  Whatever is in the room is just on the other side of the row of bunk beds where she can't really see it.  At least she doesn't have line of sight to any of the beam projectors in this room.
The room stinks, though, with a wretched smell of death and rotted flesh.

 
 Spoiler: DM roll 

 (1d20+6)[ 10 ] 
 
J-H
Bright cutting beams flash out again from the exterior domes, eye-searingly bright to those in their path.  Three claw the air around Perrin, slicing across him, while the two on the underside focus on Mug; he dodges the one next to him, but the other one scores a hit.
 
 Spoiler 

Disadvantage to hit Perrin due to being invisible... but he's not being stealthy at all, let alone enough, to escape their notice.
Attack  (1d20+11)[ 24 ]  or  (1d20+11)[ 30 ]  for  (4d8)[ 25 ]  radiant
Attack  (1d20+11)[ 27 ]  or  (1d20+11)[ 23 ]  for  (4d8)[ 17 ]  radiant
Attack  (1d20+11)[ 29 ]  or  (1d20+11)[ 22 ]  for  (4d8)[ 14 ]  radiant

1 of the turrets has disadvantage to attack Mug because he's in melee range.
Attack  (1d20+11)[ 17 ]  or  (1d20+11)[ 13 ]  for  (4d8)[ 20 ]  radiant
Attack  (1d20+11)[ 25 ]  for  (4d8)[ 12 ]  radiant
 

 =&gt; Perrin 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 69/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 

Perry shouts in pain from the beams of light scoring his body. He hopes the others have found cover, but he can't rush in with this sort of barrage. He slows down, trying to avoid the notice of the blisters.

 
 Spoiler: Turn 2 
Move - Move forward 35ft. (Should be up in the air, over the edge of the ship.)
Action - Hide   Stealth  - (1d20+7)[ 13 ] 
 

 
 
  
J-H
Perry continues to fly forward, this time trying to make his gear not so rattly or flappy, and to suppress the noise of the wings flapping on his boots.  He doesn't feel like he does a great job at it, though.

In the darkness, Hamza sees an emaciated humanoid launch itself between the bunks, stopping itself by bracing its feet on the bunk next to her before clawing at her with bony, pointed fingers and then trying to bite her.  She recognizes it as a ghoul, albeit a particularly lean and fast one.  Hamza knows that simply surviving can cause undead to grow more powerful, although it doesn't help their sanity any.

 
 Spoiler 

Religion  (1d20)[ 16 ]  plus mods to identify it

Tentacle reduce damage of the first attack to hit by  (2d8)[ 4 ] 
Claw  (1d20+11)[ 22 ]  for  (1d6+6)[ 7 ]  slashing. On hit, DC 17 Constitution save or paralyzed for 1 minute.
Con save  (1d20+8)[ 11 ] 
 hit for 3, looks like a failed save 

Claw  (1d20+11)[ 25 ]  for  (1d6+6)[ 8 ]  slashing. On hit, DC 17 Constitution save or paralyzed for 1 minute.
If advantage,  (1d20+11)[ 16 ] 
Con save  (1d20+8)[ 19 ] 
 hit for 8 also a failed save 

Bite  (1d20+11)[ 21 ]  for  (2d6+6)[ 13 ]  piercing plus  (2d6)[ 8 ]  necrotic, healing for half the total damage done (not damaged yet)
If advantage,  (1d20+11)[ 23 ] 
 hit for 21 
If Hamza is paralyzed, it will stay next to her.   Otherwise, it will move away (provoking OA) and will attempt to Hide  (1d20+10)[ 30 ]  as a bonus action 
 

Hamza is paralyzed and passes out from the pain.
(unconscious, 0hp, paralyzed)
 =&gt;Mug, Hadril, Hamza 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 113/136
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 6/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 0/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Conditions: --  
 
  

Mug leaves the underside blisters, flying around the edge and quickly down the hole. When he gets there, he sees the ghoul standing over Hamza's dying body.

  "Hamza? Are you alive?"  

He knows he can't take time to stabilize her with the creature right on top of her, so he does what he can, swinging quickly at the monster.

 
 Spoiler: OOC 

Using boots of speed and Psi Leap to get to the opening disc as quickly as possible. (120' movement)
Attack 1:  (1d20+9)[ 26 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 10 ]   +6 psychic 
And DC16 STR save or prone
Attack 2:  (1d20+9)[ 17 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 7 ] 
Attack 3:  (1d20+9)[ 14 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 3 ] 

BA for second wind:  (1d10+11)[ 14 ] 
 
Bobthewizard
 
 Spoiler: If it's still up, use Action Surge to attack again 


Attack 1:  (1d20+9)[ 14 ] , slashing  (1d8+7)[ 9 ] , fire  (2d6)[ 2 ] 
Attack 2:  (1d20+9)[ 19 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 4 ] 
Attack 3:  (1d20+9)[ 24 ] , slashing  (1d8+7)[ 10 ] , fire  (2d6)[ 10 ] 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 0/99, AC: 17
Conditions: None
Spell Slots: 1/3  
 
  

Death saving throw:  (1d20)[ 9 ] 

X
J-H
Mug can feel Hamza drop out of the telepathic link established by Hadril.  In a blur of movement, he's by her side, although one beam of light does manage to burn him for 6 damage on the way.  He hits out at the ghoul repeatedly, knocking it to the ground and slashing at it in a flurry of blows.
 
 Spoiler 

Six attacks
#1 Hit for 24, psionic strike +6 = 30, and prone.
Using existing dice rolls for advantage, and taking the first of the pair for damage if it hits.
#2 (2 &amp; 3, 17 &amp; 14) both miss
#3 (3 &amp; 4, 14 &amp; 19) hit for 18
#4 (5 &amp; 6, 24 &amp; 13) hit for 20
#5 rolled OOC (19 &amp; 26) hit for 10
#6 rolled OOC (23 &amp; manual roll 13+9=22) hit for 22

Total 100 damage and prone
 

=&gt; Hadril , then Hamza fails a death save
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 3d10 
 Conditions: -- 
 Reckless: --  
 
  

Finding the attack ineffective Hadril dashes forward again takes aim again and lets loose another arrow.


 
 Spoiler: Spoiler 

Move.- dash
Bonus action (dash)
Attack bow
 (1d20+9)[ 24 ]  Bow (advantage)
 (1d8+5)[ 11 ]  damage
 
J-H
Hadril's arrow strikes, but breaks against the target (resistance: 4 damage).

Perrin distance 125' to saucer, line of sight to top and bottom turrets, invisible.
Hadril distance 120' to saucer, line of sight to bottom turrets.

Perry, still flying, is fired upon by the top beam weapons.  Hadril, a bit closer, is shot at by the bottom ones.

 
 Spoiler 

 Top vs Perry, disadvantage 
 (1d20+11)[ 27 ]  or  (1d20+11)[ 27 ]  for  (4d8)[ 15 ]  radiant

 (1d20+11)[ 22 ]  or  (1d20+11)[ 20 ]  for  (4d8)[ 23 ]  radiant

 (1d20+11)[ 18 ]  or  (1d20+11)[ 26 ]  for  (4d8)[ 23 ]  radiant

 Bottom vs Hadril, no disadvantage 
 (1d20+11)[ 28 ]   or  (1d20+11)[ 31 ]   for  (4d8)[ 16 ]  radiant

 (1d20+11)[ 18 ]   or  (1d20+11)[ 17 ]   for  (4d8)[ 18 ]  radiant
 

 =&gt; Perry 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 69/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Invisible 
 Reckless: -- 

Suddenly, Perry's invisibility stops taking effect and he can see his limbs and axe,   Oh no, Hamza!   Unable to get out of range of the blisters in time, he spots some boulders down below to take cover.

 
 Spoiler: Turn 3 
  Move   - Move down behind boulder, and drop down to be Prone.
  Action   - Hide behind boulder, if possible  (1d20+7)[ 27 ] 
 

 
 
  
J-H
Perry drops to the ground, going prone behind a boulder.  90' to saucer.

The hungry undead creature, foiled and suddenly bearing new wounds, stands and claws desperately at the bulky but dangerous food source in front of him.  It lands only one claw attack, then grabs one of the bunk rails and swings itself through and away suddenly.
 
 Spoiler 

Stand (half movement)
Vs AC 22
Claw  (1d20+11)[ 21 ]  for  (1d6+6)[ 10 ]  slashing damage, DC 17 Con save or paralyzed.  miss 
 Mug con save  (1d20+8)[ 19 ]  
Claw  (1d20+11)[ 27 ]  for  (1d6+6)[ 8 ]  slashing damage, DC 17 Con save or paralyzed.  hit for 8 
 If advantage,  (1d20+11)[ 14 ]  
Mug con save  (1d20+8)[ 17 ]   passed 
Bite  (1d20+11)[ 17 ]  for  (2d6+6)[ 11 ]  piercing damage, plus  (2d6)[ 2 ]  necrotic, heal half the damage dealt.  miss 
 If advantage,  (1d20+11)[ 16 ]  
If he paralyzes Mug, he'll stay.  Otherwise, he'll BA Disengage and move away.
 

 
 Spoiler: Map 
   
 

 =&gt;Mug, Hadril (120' to saucer, on the ground, visible), Hamza 
Mug:
Foul Stench.  Any creature that starts its turn within the same room as the ghast must succeed on a DC 17 Constitution saving throw or be Poisoned until the start of its next turn.  On a successful saving throw, the creature is immune to this ghast’s stench for 24 hours.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 113/136
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 6/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 0/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Conditions: --  
 
  

Mug lets the ghast flee... for now. First, he needs to save Hamza. He takes out his potion of healing and pours it down her mouth. When her eyes open, he speaks quietly to her.

  "Stay down."  

He then raises his shield to protect the two of them from the laser beams, keeping one eye on the fleeing undead creature.

 
 Spoiler: OOC 
Healing potion  (2d4+2)[ 7 ] 
BA for second wind: rolled 14 before.
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 7/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Hamza rouses groggily and glances around, almost as if she had forgotten where she was. Mug's words remind her and she casts a spell on herself to fortify her body but stays laying on the ground.

"Uuuuuugh... thanks for the... save," she barely manages to say, "Just... give me a moment and I'll be okay."

 
 Spoiler 
Hamza casts Armour of Agathys on herself, gaining 25 temporary hit points.
 
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 3d10 
 Conditions: -- 
 Reckless: --  
 
  

Hadril keeps his pace towards the ship. Only to veer and hide.


 
 Spoiler: Spoiler 

Move.- dash
Bonus action (hide)
Attack bow
 (1d20+9)[ 21 ] 
 
J-H
Mug heals Hamza.

Hadril dashes towards the ship, finding a good rock to hide behind. (120'-&gt;60' to saucer edge).

Hamza stands and uses her last spell slot to armor herself in chill energy.

The turrets do not have line of sight to anyone, although experience tells you that when they sense something, they will be ready to fire.

 =&gt; Perry 
(90' to saucer, prone behind boulder)
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 8/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: -- 

Perry stands, taking care to keep covered as much as he can behind the boulder. He grabs the coil of rope dangling from his pack and tosses it into the air, hoping the blisters will target it, then he runs to the closest boulder and dives behind it.

 
 Spoiler: Turn 4 
  Move   - Half of 35' spent standing up.
  Object Interaction   - Throw coil of rope into air to distract blisters (not sure if this counts as object interaction or not)
  Action   - Dash to next boulder and drop down.

35+17 is 52'. If Perry can reach a further boulder he would do that instead of running to the nearest one.
 

 
 
  
J-H
Unfortunately for Perry, the rope doesn't seem to distract them, and two more beams slash at him from the bottom beam projectors.
 
 Spoiler 

Attack  (1d20+11)[ 31 ]  for  (4d8)[ 30 ]  radiant damage
Attack  (1d20+11)[ 21 ]  for  (4d8)[ 23 ]  radiant damage
 


The undead creature in the tight-packed smelly bunkroom moves, but manages to bank against the metal bunk frames a couple of times, making its position painfully obvious.
 
 Spoiler: Map 

Hide  (1d20+10)[ 11 ] 
   
 

 =&gt;Mug, Hadril, Hamza 
Perrin 90' to saucer (shot when he started moving)
Hadril 60' to saucer, behind a boulder
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 2d10 
 Conditions: -- 
 Reckless: --  
 
  

Weighting his options after feeling Perry fall, Hadrillooks around from behind cover. Wondered if they could 'see' him still and decided to try to get to the metallic building.

He teleported to the side and as close as he can to the saucer before sprinting forward in to the saucer.


 
 Spoiler: Spoiler 

Bonus action (teleport)
Move.- dash
 (1d10)[ 10 ]  psy dice
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 113/136
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 0/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Conditions: --  
 
  

Mug chases after the undead monster, slashing at it again with his flaming sword.

  "Just die already!"  
 
 Spoiler: OOC 
His sword sheds bright light 40' then dim light another 40' so I think the whole OFU is bright inside.

Attack 1:  (1d20+9)[ 18 ] , slashing  (1d8+7)[ 11 ] , fire  (2d6)[ 10 ] 
Psi die to knock prone  (1d10+4)[ 9 ]  extra psychic damage (if this misses, add to second attack)
Attack 2:  (1d20+9)[ 24 ] , if advantage  (1d20+9)[ 26 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 7 ] 
Attack 3:  (1d20+9)[ 29 ] , if advantage  (1d20+9)[ 10 ] , slashing  (1d8+7)[ 13 ] , fire  (2d6)[ 7 ] 
 +27 for crit! 
 +Psi die to Crit for another 21 
 total = 98 damage at AC 24, or 119 at AC 18. 

If it drops before the last hit, move to one of the lasers for any remaining hits.
 
J-H
Mug chases down the lean undead creature and forever ends its hunger and misery.

Hadril teleports to the top of the big metal saucer and dashes for the hole he's heard about through the mental link, diving in.  As he does, three white-hot beams track him above, and then four more try to intercept him as he drops down the hole to the floor.  Several hit, leaving him smoking and burned, but he makes it!
 
 Spoiler 

AC 18, 79hp to start with
Halve the damage from the first hit with Uncanny Dodge

Exterior
 (1d20+11)[ 14 ]  for  (4d8)[ 21 ]  radiant  miss 
 (1d20+11)[ 21 ]  for  (4d8)[ 19 ]  radiant  hit, uncanny dodge reduces to 9 
 (1d20+11)[ 19 ]  for  (4d8)[ 12 ]  radiant  hit for 12 

Interior
 (1d20+10)[ 14 ]  for  (2d8)[ 11 ]  radiant  miss 
 (1d20+10)[ 24 ]  for  (2d8)[ 12 ]  radiant  hit for 12 
 (1d20+10)[ 13 ]  for  (2d8)[ 11 ]  radiant  miss 
 (1d20+10)[ 24 ]  for  (2d8)[ 8 ]  radiant  hit for 8 
 (1d6)[ 6 ]  falling damage for dropping 15'
 total 47 damage 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 7/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Now feeling a little better, Hamza says to Mug "I'll be back in a sec." and moves towards one of the turrets to fire on it from between the beds in a nearby bunk.

 
 Spoiler 
 Move action:  Hamza moves to F6.
 Standard action:  Eldritch Blast.
Attack #1 - to hit:  (1d20+11)[ 18 ] , to damage:  (1d10+5)[ 6 ]  force damage.
Attack #2 - to hit:  (1d20+11)[ 25 ] , to damage:  (1d10+5)[ 8 ]  force damage.
Attack #3 - to hit:  (1d20+11)[ 20 ] , to damage:  (1d10+5)[ 7 ]  force damage.
 Bonus action:  Move Tentacle of the Deep to G6.
 
J-H
One of Hamza's blasts deflects into the ceiling, apparently not even denting it.  The other two hit, seeming to make the shiny dome vibrate (2 hits, total 30 damage due to vulnerability).
 
=&gt;
Perry (90' from saucer, prone, unconscious)
Mug
Hadlir (needs to make Con save for starting his turn in a room that smells Ghastly)
Hamza 
 
 Spoiler: Interior Map 

   
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 8/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  

Perry lies motionless, a beautiful halfling valkyrie floating nearby.

 
 Spoiler: Turn 5 

 (1d20)[ 19 ] 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 7/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Hamza continues her attack.

 
 Spoiler 
 Standard action:  Eldritch Blast.
Attack #1 - to hit:  (1d20+11)[ 25 ]  to damage:  (1d10+5)[ 9 ]  force damage.
Attack #2 - to hit:  (1d20+11)[ 29 ]  to damage:  (1d10+5)[ 15 ]  force damage.
Attack #3 - to hit:  (1d20+11)[ 24 ]  to damage:  (1d10+5)[ 7 ]  force damage.
 Bonus action:  Move Tentacle of the Deep to E4 and attack.
Tentacle of the Deep attack - to hit:  (1d20+11)[ 17 ] , to damage:  (2d8)[ 12 ]  cold damage.
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 113/136
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 0/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Conditions: --  
 
  

Mug grabs Hadril and pulls him to safety, finding a spot so that they cannot be targeted again by the lasers.

  "Let Hamza take them out. We'll stay here for now. Tell Perry to stay under cover until we disable the outside lasers."  
 
 Spoiler: OOC 
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 113/136
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 0/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Conditions: --  
 
  

Mug looks first to Hadril,

  "It's better we all die than just one of us die. Perry's down. Stay here. Hopefully, we'll be right back. "  

He then looks to Hamza,

  "So first, get in the Bag of Holding. I'll fly us out to Perry and try not to get killed. When we get there, jump out, hide behind the rock, and heal him. I'll get in the bag and then you can dimension door us all back here."   

He doesn't realize that she is out of spell slots and needs to use the rod, but it won't make a material difference to the plan. Once Hamza gets in the bag of holding, he starts flying out, trying to keep his shield between himself and as many of the laser rays as he can.
 
 Spoiler: OOC 
As per discord. Have mercy on us, dice!
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 0/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  
The valkyrie sits next to Perry's body, stroking the red curls on his head, preparing to lead him away.

 
 Spoiler: Turn 6 
Second Death Save for when I need it.
 (1d20)[ 7 ] 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 7/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Hamza jumps into her Bag of Holding and waits for Mug to do his thing.
J-H
Mug grabs the bag of holding and leaps out of the hole burned into the top of the saucer, runs across the top, and then leaps down to the boulder Perry's boots are sticking out from behind.  Bright beams of light lance out at him, scoring numerous hits that leave him near death.

 
 Spoiler 

Interior turrets
 (1d20+10)[ 29 ]  for  (2d8)[ 8 ]  radiant  hit for 8 
 (1d20+10)[ 27 ]  for  (2d8)[ 11 ]  radiant  hit for 11 
 (1d20+10)[ 30 ]  for  (2d8)[ 11 ]  radiant  crit for 22 
Subtotal 41

Top turrets
 (1d20+11)[ 24 ]  for  (4d8)[ 20 ]  radiant  hit for 20 
 (1d20+11)[ 27 ]  for  (4d8)[ 18 ]  radiant  hit for 18 
 (1d20+11)[ 28 ]  for  (4d8)[ 12 ]  radiant  hit for 12 
Subtotal 50

Bottom turrets
 (1d20+11)[ 18 ]  for  (4d8)[ 18 ]  radiant  miss 
 (1d20+11)[ 23 ]  for  (4d8)[ 13 ]  radiant  hit for 13 

Total 41+50+13 = 104
 

He dumps out Hamza and then hops into the bag himself, crouching all the while.
Hamza heals Perry  (2d4+2)[ 6 ]  with a healing potion, then  Dimension Doors  the halfling and the bag back into the smelly bunkroom.

Perry Con save  (1d20)[ 12 ]  plus mods vs DC 17
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 108/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 1/1 SR | Action Surge: 1/1 SR
Conditions: --  
 
  

Mug flies through the air, trying to block the lasers with his shield, but it seems he is always facing the wrong way. Or the lasers are smart enough to shoot when he is turned. He is hit in the shoulder, the thigh, the left arm, the chest, and the back three times, but he survives. Bloody, battered, and sizzling with pain, he manages to reach in and pull Hamza out just as he falls behind the rock. He crawls into the bag, collapses on the floor of the dimensional space, and holds his breath.

He doesn't feel the teleport, but about ten seconds later, the bag opens and Hamza reaches in to touch him. He climbs out of the bag, pulls himself over to one of the bunks, making sure he is out of the line of fire of the interior lasers, and falls onto his back on the dirty mattress, unfazed by the stink of the place this time.

  "I need to rest."  
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 7/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

“You and me both, kiddo,” Hamza sighs with a wry smile as she gives Mug a pat on the shoulder, “But I’ll secure this room first.”

 
 Spoiler 
Hamza will take out the remaining turrets in the room in the same way as she did before, using the bunk beds as cover so she doesn’t get hit. If you’d like me to roll for this I can but I believe you said we can just assume it takes a few minutes. Once she is done, she’ll take a short rest to recover her spell slots and spend six hit dice to recover  (6d8+18)[ 48 ]  hit points.
 
Bobthewizard
 
 Spoiler: OOC 
Using HD. At 20HP. Will stop once I pass 125

1  (1d10+3)[ 9 ] 
2  (1d10+3)[ 13 ] 
3  (1d10+3)[ 4 ] 
4  (1d10+3)[ 10 ] 
5  (1d10+3)[ 4 ] 
6  (1d10+3)[ 5 ] 
7  (1d10+3)[ 10 ] 
8  (1d10+3)[ 7 ] 
9  (1d10+3)[ 4 ] 
10  (1d10+3)[ 4 ] 
11  (1d10+3)[ 9 ] 
12  (1d10+3)[ 9 ]  = Only 88 total for 108 HP.

Wow 4 1s and a 2 in my 12 rolls.
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 6/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  
Perry pushes his face into the palm of the valkyrie,   Are we going to Valhalla?   he asks. The halo around her is blotted out by her form and his eyes focus on... Hamza?

  Huh? What happened?   He groggily tries to stand but Hamza holds him down and tells him to get in the bag. Inside is Mug,   Mug... I guess we didn't make it to the ship huh?  

In a moment, Hamza is pulling them back out, and they are inside the ship. Perry takes a whiff...   Ghouls? Ghouls and... blisters?   He goes to explore but the others stop him. Hamza sets to work destroying the interior blisters, and Perry rests to regain his strength.

 
 Spoiler 
I'm on a different computer and can't access my character sheet. Anyone know what my Constitution modifier is? I'll roll Hit Dice then.
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Once Hamza takes out the inside lasers, Mug catches his breath, everyone has rested, Mug explores the room to see if there are any controls, or any other creatures down here. He can't imagine anything willingly traveling with a ghast, but perhaps there is another one.

  "Let's see what we find."  
 
 Spoiler: OOC 
Investigation  (1d20+4)[ 9 ] 
Using Second Wind  (1d10+12)[ 15 ] 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 2/3  
 
  

Once everyone is rested and ready to move forward, Hamza will point out the door she saw earlier and cast Invisibility on everyone again. She will attempt to open the door herself, unless someone else would like to instead.
J-H
You find a single metal door in the center of one of the four sides of the room (the left side based on the earlier map).  It appears to be designed to slide to one side, but there does not appear to be any handle, knob, or other means of activating it.
Shiro_Nogard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: -- 
 Reckless: --  
 
  

That was dangerous. So, right before that start again he holds everyone back activates the telepathy.
'Lets look around first. After that, of there are no problems, I will go ahead.'

If there is no complains after this he will advance slowly towards the door and take a good look from the sides before even touching anything.



 
 Spoiler: Spoiler 

 (1d10)[ 1 ]  hours of telepathy
 (1d20+6)[ 17 ]  perception look around
 (1d20+9)[ 24 ]  stealth
 (1d20+6)[ 25 ]  next round look at the door.*
 
J-H
Shiro examines the door carefully, but does not find any external controls.

Hamza attempts to push the door with Mage Hand, but the hand isn't very strong and doesn't do anything.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug walks up to the door, looks around, and seeing no controls, shrugs his shoulders and says,

  "Open sesame!"  

If that doesn't work, he draws his sword, causes flames to erupt, and attacks the door, thinking the magical sword should be able to cut through in a few moments.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 6/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  
 
 Spoiler: Short Rest, all Hit Dice spent 
 (1d12+3)[ 15 ] 
 (1d12+3)[ 11 ] 
 (1d12+3)[ 5 ] 
 (1d12+3)[ 4 ] 
 


Perry pulls out his portable ram,   Mug, just give me a hand with this and we can smash the door in. No need for the noise,   the halfling says, grimacing at the sound of metal on metal.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug was having fun, but stops hitting the door at Perry's insistence.

  "fine"  

Instead, he puts his sword away and helps Perry try to pry open the door.

 
 Spoiler: OOC 
Athletics:  (1d20+13)[ 29 ] 
 
J-H
Perry and Mug grip the sides of the portable ram and slam it into the metal door at an angle, trying to hit it hard enough that it slides into the doorframe as it's designed to do.  It takes a couple of hits that dent the door as they make it ring like a gong, and then something gives and the door slides.  From there, it's a simple matter of prying it open using brute strength, which they do.

A metal slat staircase leads down into an unlit room below.  Darkvision shows you that it's only about 15' down to the floor of the room below.  What you'd consider a comfortable staircase is instead steep, with the steps sloping downwards, due to the angle the entire object landed at.  You're looking at a half-circle shaped room, taller towards the center of the ship than the outside, but always at least 10’ high.  It's about 80' wide at the part towards the center of the craft you're in - for it must be some type of conveyance - and about 40' to the far edge.

There are numerous wooden and metal crates scattered around in the hold.  Some stacked and secured, while others have been knocked askew.  The outer wall of the cargo hold has been caved inwards, with large rocks protruding in several places.  There are a few hinges and joints visible; it looks like the main access doors were here and are part of what was smashed.

A strange metal craft, half-intact, is within the cargo hold.  It looks like it was a set of adamantium rods attached to some strange tubular devices.  Several humanoid figures are scattered around on the floor, apparently dead or at least unmoving.  Some of the proportions are a bit odd, and they don't lie quite like you'd expect a dead or unconscious person to.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug draws his sword, sets it alight, and walks over first to the bodies, poking each of them enough to make them move if they are alive, but not enough to cause serious damage.

  "Let's make sure these things don't jump up and attack us."  

If they don't move, he then moves on to the crates, looking to see what might be inside, prying them open if needed.
J-H
Instead of a squish or a meaty thud, Mug's sword makes clanking and clunking noises as he taps it against the bodies.  On closer inspection (and with better light from his blade), they appear to be made of different combinations of shaped wood and metal.  Each appears to have many components, making them several orders more complex than golems, which are usually carved from a single block of stone or metal.

 
 Spoiler: Arcana or History DC 16 

You have distantly heard of other planes where constructs called "Warforged" walk alongside naturally created beings.  These seem to match the few pictures and descriptions you've heard.
 


How long are you willing to take to check all of the crates?  It may take an hour to fully search them.  Otherwise, you are randomly searching and hoping you find something interesting.

On the wall you came through (and thus not visible from the top of the stairs) is a 10'x10' opening leading to somewhere else.  The sliding metal door appears to have been smashed open, with scorch marks around the edges of what little of the door remains.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 103/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  
Perry's eyes go wide at the bodies made of metal,   Weird. Let's check to see what else is in here!  
 
 Spoiler: Intelligence check 
 (1d20-1)[ 4 ] 
 

 
 Spoiler 
Suggest we spend the time to thoroughly look through everything, as this is a weird place with weird creatures and makes sense to explore it in depth.
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug clicks his sword against the golems.

  "Warforged. Not from here, but I've heard of them in other planes."  

He looks at the crates but when the others draw his attention to the doors, he makes his way over there instead.

  "Whatever did this to the door could be a bigger and more immediate threat than the crates, but I want to open them up later."  

He walks over to the door and waits for the others before walking through and investigating.

 
 Spoiler: OOC 
History  (1d20+4)[ 19 ] 
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 103/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Invisible 
 Reckless: --  
 
  
Perry's legs dangle from the ground as he is head first into one of the crates. He reemerges and hops back down,   Did what to what doo-- oh...   He sees the nearly destroyed door on the other side of the room and jogs over to Mug, weapon in hand.

  Whatever did that had to be at least 3ft tall, red curly locks, dashing smile...,   he says with a smirk.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 2/3  
 
  

While the others are checking the area, Hamza will put one of these... metal people inside her Bag of Holding. If anyone gives her a funny look, she'll simply reply "You never know when you'll need a doorstop", but given everyone is invisible they'll probably just see one of the bodies slowly disappear into nothing and even if anyone did give her a funny look she wouldn't be able to see it anyway.

Then Hamza will join Mug.
J-H
Peering through the destroyed door, you see a circular room, about 35’ in diameter, dominated by a dark metal angular device in the middle (about 5’ across) which holds a cracked crystalline hemisphere.

There are no lights – it’s completely dark, save for a slight blue glow from an open trapdoor in the floor to the right of the door, and a purple glow from a small circle next to a door on the far side of the room.

5’ wide metal doors, standing open, lead out the left and right sides.

On the floor of the room are three dead Warforged.  One lies near the door on the far side of the room, just ten feet away from the corpse of a humanoid whose head looks like an octopus, which you recognize as an illithid.  The Warforged is clutching a quarterstaff, and next to the dead Illithid is something resembling a hand crossbow.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug enters the room and again pokes at the dead bodies. Having no love for illithid, he chops off the thing's head just to be certain. Hmm. Four choices. Right and left doors, a trapdoor, and a button on the far wall.

He walks across the room, glancing past the right and left open doors. If he sees no immediate threats past those doorways, he pushes the purple glowing circle.

  "Let's see what this does first."  
 
 Spoiler: OOC 
Perception  (1d20+4)[ 14 ] 
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 103/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Invisible 
 Reckless: --  
 
  
Still invisible, Perry whispers to the others,   I'm going to check out that trapdoor, see where that light is coming from.  

He walks over and peers down into the opening.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 2/3  
 
  

Hamza will check the staff and the crossbow held by the dead, using the Mage Hand cantrip to pull them towards her if she can.
J-H
Hamza pulls the two weapons over.  Both appear to be of exceptionally good quality.   The staff is made of metal with a strange dark sheen, and seems exceptionally lightweight.  The hand crossbow is made of metal and lacks a string or arms, but does have a handle and a trigger.  It has a perfectly flat, light-drinking black top, no place to insert a bolt, and a crystalline tube projecting from the front.

Perry peers into the trap door.  The room below contains strange tubes, balls, and cylinders arranged to form some sort of advanced machinery.   Unfortunately, much of it is damaged, as the floor has collapsed upwards in one area.  The room is full of a strange bluish glow.  Perry takes  6  points of radiant damage.

Hadril stays in the large room, a bit behind the others.

Mug presses the purple circle, which reveals itself to be a button, as the door it is next to opens with a hum.  A low-pitched chime or bell sound rings once, but Mug probably doesn't care about that.  Inside the room, which is about 40' wide and 25' deep, are ten glass cylinders with metal at the top and bottom, each about six feet high and glowing with a faint white light that illuminates the illithid asleep in eight of the ten cylinders.  Lights blink at the top and bottom of each unit, but as Mug looks at them (what is he feeling?) he notices that the small lights are rapidly disappearing, as though in a very short countdown of some sort.
 =&gt; You have 1 round of actions. 
 
 Spoiler: Map 

Excel doesn't do curves very well.
   
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 97/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Invisible 
 Reckless: --  
 
  
Perry squints through the light to get a better look at the tubes and spheres down below through the hatch, but the energy is too much. He backs out of the hatch,   Not sure what's happening down there but it made my eyes water.   He hears the chime and looks over toward the purple button and sees a door open. Perry walks over, bumps into Mug's invisible form, and peers into the rooms.   I've got a bad feeling about this,   he says, using Hamza's magic to make sure the illithid can't notice him when they emerge.

  Move   - Move to R-26
  Action   - Hide w/Disadvantage due to Exhaustion   Stealth  - (1d20+7)[ 8 ] ,   Stealth  - (1d20+7)[ 19 ] 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

As the doors open and he sees the illithed in their glass cocoons, Mug knows we are doomed if they escape. They'll not only kill us, but likely take over the whole land, destroying all that civilization has built and turning the good people into slaves.

  "More mind flayers! We need to stop them!"  

He runs in, turning south and using his sword to hopefully break the glass and destroy the creatures inside. On his first attack, the invisibility breaks, and the flame from his sword lights up the room.

 
 Spoiler: OOC 
BA click boots to activate them.
Move to T30, attacks i1, then i2, then if they fall move to v30 and attack i4, v28 for i6, and v26 for i3 (yes, that is very optimistic of me)
Attack 1:  (1d20+9)[ 23 ] , slashing  (1d8+7)[ 10 ] , fire  (2d6)[ 5 ] 
Attack 2:  (1d20+9)[ 24 ] , slashing  (1d8+7)[ 13 ] , fire  (2d6)[ 5 ] 
Attack 3:  (1d20+9)[ 29 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 7 ] 

Action surge
Attack 1:  (1d20+9)[ 26 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 6 ] 
Attack 2:  (1d20+9)[ 12 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 7 ] 
Attack 3:  (1d20+9)[ 24 ] , slashing  (1d8+7)[ 10 ] , fire  (2d6)[ 8 ] 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 1/3  
 
  

Hamza moves to the door and waits, holding the energies of a spell at the ready.

 
 Spoiler 
Hamza moves to R27 and will ready her action to cast Hypnotic Pattern (wisdom save DC 19 or incapacitated), ranging from from S24 to Y30, as soon as the mindflayers open their eyes.
 
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: -- 
 Reckless: --  
 
  

Hadril enters the main room. When he sees what Mug has uncovered, and watches Mug enter the room with the Illithed, he jumps into action to help, running to the north and throwing a pair of soul blades at the illithed he can see best.


 
 Spoiler: Spoiler 
Move to O24

Attack Illithed 2, then 4, then 6 depending on Mug's attacks
Attack  (1d20+11)[ 27 ] , damage  (1d6+7)[ 8 ] 
BA Attack  (1d20+11)[ 14 ] , damage  (1d4+7)[ 11 ] 
Sneak Attack  (6d6)[ 22 ] 
 
J-H
Perry cautiously moves up and tries to hide on the other side of the door, but he's far too antsy and breathing too loudly to keep his presence unnoticed by all but the most inattentive.

Hamza moves up, preparing to cast a spell, and dropping the veil of invisibility on the party.
Mug rushes forward, his sword crashing through the clear covering and repeatedly hacking into the illithid in the closest corner.  He chops through the clear tube surrounding it and stabs it to death before it can react, then moves further into the room and slams a blow into another one of the tubes, cracking it heavily.

Hadril manifests and flings a glowing blade of energy, which breaks the tube around another mind flayer and goes on to slice into it.


 
 Spoiler 

 https://www.dndbeyond.com/posts/1224...-the-rules-for 
Hypnotic pattern also takes Concentration anyway

Mug
Stasis tube absorbs the first 20 points of damage
First set Hits for 15, 18, crit 44 = 77
Second set hits for 21 = 98 total damage, i1 is dead
Second set continues with miss, then hit for 18 (absorbed by tube)

Hadril 1 hit for 30, 1 miss. 20 damage absorbed by tube.
 

 (start of next round) 
The clear tubes surrounding the seven surviving mind flayers drop.  Their human-like eyes blink open, and Hamza immediately assaults their senses with a foggy haze of twisting lights, ensnaring two of them.
 
 Spoiler 

You had a 35' high area designated, which I corrected. This correction also kept Mug out of the area of effect.
Wis DC 19 or incapacitated
Disadvantage on rolls for first round cancels out the advantage of magic resistance
i2  (1d20+6)[ 23 ] 
i3  (1d20+6)[ 15 ] 
i4  (1d20+6)[ 14 ] 
i6  (1d20+6)[ 20 ] 
i7  (1d20+6)[ 23 ] 
 

 
 Spoiler: initiative 

Hamza  (1d20+2)[ 4 ] 
Hadril  (1d20+5)[ 21 ] 
Mug  (1d20)[ 17 ] 
Perry   (1d20+3)[ 13 ]  or  (1d20+3)[ 20 ] 

i2  (1d20+1)[ 11 ] 
i3  (1d20+1)[ 13 ] 
i4  (1d20+1)[ 16 ] 
i5  (1d20+1)[ 21 ] 
i6  (1d20+1)[ 4 ] 
i7  (1d20+1)[ 2 ] 
i8   (1d20+1)[ 18 ] 
 Final Init 
Hadril	21
I5		21
Perry	20
I8		18
Mug		17
I4		16   hypnotized
I3		13   hypnotized
I2		11   10 dmg
Hamza	4
I6		4
I7		2
 

 
 Spoiler: Map 

   
 

 =&gt;Hadril 
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: -- 
 Reckless: --  
 
  

Hadril enters the cryo room and places a pone inch metal cube on the floor, which immediately enlarges into a small fortress, pushing through the ceiling above and knocking the illithed out of the way.

He then backs out into the main room.


 
 Spoiler: Spoiler 
Move to S27, activate Daerns Fortress, move to R28

i2,3,4,6,7 take  (10d10)[ 52 ]  bludgeoning damage, DC15 Dex save for half, then pushed to side.

Saves in order without mods  (5d20)[ 18 ][ 16 ][ 7 ][ 3 ][ 9 ](53) 

Placement of 20' cube

 
 
J-H
Hadril moves forward and activates his Instant Fortress, which expands  towards the top of the room rapidly, scraping three of the tube bases off the ground and throwing their occupants against the walls.  It punches through the roof and the floor with the shriek of tearing metal, but stops with a grinding noise slightly before it reaches its full height.  It seems that the outer shell is as strong as the adamantine walls.

The floor around its base is now difficult terrain, and reaching the door to enter it will require squeezing down and over some bent metal flooring.

 
 Spoiler 

Roof takes  (10d10)[ 50 ]  bludgeoning damage as suggested in one discussion I found, which won't be enough to break it since it has 100hp and resistance to non-magic damage.
52 damage to the squashed illithids, Dex DC 15 half to I guess find spots where the wall is slightly uneven or there are window slits to line themselves up with?  Really not sure if the tower is at "full size" or "slightly smaller" since it didn't quite hit full height.  I don't think it'll matter.

Saves are at disadvantage for the illthids.  In order left to right top to bottom
i5 18, 16, 16+1 = 17, half damage = 26
i8 7, 3 + 1 = fail = 52
i7 9, 11 (rolled a d20) + 1 = fail = 52
 


You hear words in your mind, full of anger and predatory intent.   &lt;who dares&gt; 

i5 can't go anywhere but readies an action
 
 Spoiler: Map 

   
 

 =&gt; Perry 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 97/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Rage (Large Size, Resistance to B, P, S) 
 Reckless: Active  
 
  
Perry hears the rending of metal and the cries of pain from the illithid. His eyes go wide, not knowing what is going on in the other room. He charges in through the rubble and attacks the first mind flayer he can see,   Mug, I'm here!  
 
 Spoiler: Turn 1 
  Move   - Move to U-28, using 6 squares of movement (2 through Hamza, 2 in difficult terrain, then move onto normal ground)
  Bonus Action   - Rage (grow to Large size, increase Reach by 5ft, Vicious Greataxe deals Lightning damage +1d6 lightning and can be thrown (20/60, returns after attack)
  Action   - Attack i2 w/Reckless Attack
Attack w/Advantage  -  (1d20+9)[ 24 ] ,  (1d20+9)[ 27 ] 
Damage -  (1d12+8)[ 17 ]  +  (1d6)[ 4 ] 
Attack w/Advantage  -  (1d20+9)[ 13 ] ,  (1d20+9)[ 22 ] 
Damage -  (1d12+8)[ 10 ]  +  (1d6)[ 5 ] 
 
J-H
Perry's blows both hit with a crackle and a smell of ozone.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 4/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug continues to try to cut down the mind flayers before they can retaliate. He knows we don't stand much chance once they start using their psychic powers.

  "Thanks for coming Perry! But look out. Their attacks are deadly."  

He first helps finish the one next to Perry before moving north to continue his attempted assault.

 
 Spoiler: OOC 
Attack i2, then if they fall move to V28 and attack i6
Attack 1:  (1d20+9)[ 16 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 5 ] 
Attack 2:  (1d20+9)[ 22 ] , slashing  (1d8+7)[ 8 ] , fire  (2d6)[ 9 ] 
Attack 3:  (1d20+9)[ 10 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 8 ] 

+  (1d10+4)[ 6 ]  psychic to first crit, or first hit on i6, and target makes DC16 STR save or prone.
 
J-H
Mug brings down his first target, but misses his final attack against the next.

i3/i4 still incapacitated by Hypnotic Pattern
 
 Spoiler: Map 

   
 

 =&gt; Hamza 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 1/3  
 
  

"Don't worry, I've got you!" Hamza calls out to Mug as she moves forth and assails their enemies with her whip, a black ichor appearing nearby and attacking in unison with her.

 
 Spoiler 
Hamza moves to W28 and summons a Tentacle of the Deep on V27.
Lash of Immolation Attack #1 (vs i6): to hit  (1d10+10)[ 11 ] , to damage  (1d4+6)[ 8 ]  +  (1d6)[ 1 ]  fire damage +5 necrotic damage.
Lash of Immolation Attack #2 (vs i6 if still alive, or i7 if not): to hit  (1d10+10)[ 16 ] , to damage  (1d4+6)[ 8 ]  +  (1d6)[ 6 ]  fire damage +5 necrotic damage.
Tentacle of the Deep Attack (vs i6 if still alive, or i7 if not): to hit  (1d10+11)[ 16 ] , to damage  (2d8)[ 5 ]  cold damage.
 
J-H
Hamza's lash and tentacle each strike one of the illithids once, the first blows against that particular creature.  It emits a low hiss, and its eyes flash as it unleashes a mental blast of energy.
 
 Spoiler 

i6 mind blast vs Perry, Mug
Int DC 15
On a failure, take  (4d8+4)[ 15 ]  psychic damage and be stunned for 1 minute.   Repeat saves at the end of each turn.
No damage on a successful save.
Perry  (1d20-1)[ 0 ] 
Mug  (1d20+5)[ 8 ]  and resist psychic damage
 
J-H
The blast of energy is too much for Perry, who staggers as his nose begins bleeding.  Mug shakes it off.

One of the illithids, now awake, moves past the fortress and attacks Hamza, tentacles lashing out towards her head as it hungrily seeks to devour her brain.  Luckily for her, it misses.
 
 Spoiler 

Perry is too big for Tentacles to grapple!
Attack with advantage.
Tentacles  (1d20+7)[ 14 ]  for  (2d10+4)[ 7 ]  psychic damage
If hits, grappled (escape DC 15) and must succeed on DC 15 INT save or be stunned until the end of the grapple
Hamza  (1d20+0)[ 1 ] 
 

(i7 from W26 to V27)
 =&gt; Hadril, then Perry 
Dr.Samurai
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: --  
 
  
Hadril flies into the room, keeping above the others, and throws his psionic daggers down at the illithid next to Hamza.

 
 Spoiler 
  Move   - Use Flying speed from Boots of Flying to move to V30, flying as high as his speed (30ft) allows him.
  Action   - Attack i6
Attack -  (1d20+11)[ 20 ] 
Damage -  (1d6+7)[ 13 ]  Psychic damage
  Bonus Action   - Soulknife Attack
Attack -  (1d20+11)[ 12 ] 
Damage -  (1d4+7)[ 9 ]  Psychic Damage
  Sneak Attack (enemy adjacent to allies)   -  (6d6)[ 21 ]  Psychic Damage
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Rage (Large Size, Resistance to B, P, S), Stunned 
 Reckless: --  
 
  
Perry feels the wave of energy assault his mind before everything seizes and he can no longer make sense of what is happening.

 
 Spoiler: Turn 2 
End of turn Save vs Stunned -  (1d20-1)[ 16 ] 

Perry took damage (Mind Blast) since his last turn, so his Rage remains for now.
 
J-H
Hamza's psychic attack rocks back the illithid he targets, but not enough to kill it.
Perry begins to shake off the effects of the mind blast, but not quickly enough to move right away.

 =&gt; Mug 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug continues to try to cut down the mind flayers with his flaming sword.

  "Wake up, Perry! We need you!"  

He first helps finish the one he attacked last time.

 
 Spoiler: OOC 
Attack i6, then if they fall move attack i7
Attack 1:  (1d20+9)[ 29 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 12 ]  Crit plus Psi die = 70 damage
Attack 2:  (1d20+9)[ 19 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 8 ] 
Attack 3:  (1d20+9)[ 26 ] , slashing  (1d8+7)[ 8 ] , fire  (2d6)[ 8 ]  = 38 to i7

+  (1d10+4)[ 9 ]  psychic to first crit, or first hit on i7, and target makes DC16 STR save or prone.
 
J-H
Mug slices one of the mind flayers in half with a single blow, then downs another, as his flaming sword sprays purple blood around the room.

(I4 &amp; i3 are still hypnotized)
 =&gt; Hamza 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 1/3  
 
  

"Phew," Hamza sighs with relief, "Now that the hard part is over let's clean up... Just tell me when you're ready."

 
 Spoiler 
Hamza will move to V30 and then ready her action, to wait for the signal and attack whomever Perrin hits.

Eldritch Blast #1: to hit  (1d20+11)[ 18 ] , to damage:  (1d10+5)[ 7 ] 
Eldritch Blast #2: to hit  (1d20+11)[ 27 ] , to damage:  (1d10+5)[ 15 ] 
Eldritch Blast #3: to hit  (1d20+11)[ 27 ] , to damage:  (1d10+5)[ 11 ] 
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

After slicing the two mind flayers up, Mug breathes for a second. The only two he can see are still in a stupor. He thinks there are two or three more trapped behind Hadril's fortress.

  "Everyone ready?"  

He readies his sword to start attacking the closest incapacitated mind flayer.

 
 Spoiler: OOC 
I thought I'd save some back and forth posting. If something happened in the meantime and you need me to hold off, just ignore these rolls and I'll wait for my turn.

Readied Attack:  (1d20+9)[ 12 ] , slashing  (1d8+7)[ 9 ] , fire  (2d6)[ 11 ] 

Then on his turn
Attack 1:  (1d20+9)[ 26 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 6 ] 
Attack 2:  (1d20+9)[ 28 ] , slashing  (1d8+7)[ 8 ] , fire  (2d6)[ 3 ] 
Attack 3:  (1d20+9)[ 14 ] , slashing  (1d8+7)[ 11 ] , fire  (2d6)[ 9 ] 
 
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: --  
 
  
Hadril stands back and prepares to attack the incapacitated mind flayer.

 
 Spoiler 
Here's Hadril's too. This should finish off #4. Then we'll do the same thing to #3. Again, ignore these if I'm getting ahead of myself.

  Action   - Ready attack on Attack i4
Attack -  (1d20+11)[ 26 ] ,  (1d6+7)[ 13 ]  psychic damage
Sneak attack:  (6d6)[ 14 ]  psychic

Next Action: Attack i4
Attack -  (1d20+11)[ 19 ] ,  (1d6+7)[ 9 ]  psychic damage
BA Attack i4
Attack -  (1d20+11)[ 20 ] ,  (1d6+7)[ 10 ]  psychic damage
Sneak attack:  (6d6)[ 21 ]  psychic
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Rage (Large Size, Resistance to B, P, S) 
 Reckless: --  
 
  
Perry shakes off the mind blast effect and a hypnotized mind flayer comes into focus in his vision. He grabs the flayer and tosses him into the air,   Time to wake up!   When the mind flayer lands back on the floor, Perry lays into it with his electrified axe.

 
 Spoiler: Turn 3 
  Bonus Action   - Use Mighty Impel on i4, tossing it straight up from its space up to 30ft. It should take 1d6 falling damage for each 10ft it falls. I'll roll separately in case it's less than 30ft.  (1d6)[ 1 ] ,  (1d6)[ 3 ] ,  (1d6)[ 1 ]  Strength Save vs DC 17 to resist the effect, otherwise takes the damage and falls Prone.
  Action   - Attack i4 w/Advantage (Prone or Reckless, depending on Mighty Impel)
Attack -  (1d20+9)[ 27 ] ,  (1d20+9)[ 12 ] 
Damage -  (1d12+8)[ 9 ]  +  (1d6)[ 3 ]  Lightning damage
Attack -  (1d20+9)[ 14 ] ,  (1d20+9)[ 25 ] 
Damage -  (1d12+8)[ 10 ]  +  (1d6)[ 6 ]  Lightning damage
  Move   - Fly up and away from party members (positioning to remain as spread out as we can). Perry has Reach and was not adjacent to i4 so no OA from i4.
 
J-H
Hamza waits, holding her spell.  Perry tosses one of the mind flayers up in the air
 
 Spoiler 

Str DC 17 to avoid being tossed  (1d20)[ 11 ]   fail 
if it fails it lands prone, and Hadril has disadvantage on his ranged attack  (1d20)[ 17 ]  plus mods  still hits 
And also it takes 4 fall damage (20' up)

Perry hits for 12 &amp; 16
 32 total damage 
 


Perry backs up slightly, and Hadril flings a mind blade at the creature. ( hit for 27) 
Mug then finishes it off.

 =&gt; Hamza, Hadril, Perry, Mug 
i3 is on difficult terrain with a 5' space available to reach it (same place as on map earlier).
Bobthewizard
[QUOTE=Bobthewizard;25893650]      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug moves forward to the other stupefied Mind flayer. Once everyone is in position, he gives the same command.

  "Everyone ready?"  

He readies his sword to start attacking the last incapacitated mind flayer.

 
 Spoiler: OOC 


Readied Attack:  (1d20+9)[ 25 ] , slashing  (1d8+7)[ 13 ] , fire  (2d6)[ 6 ] 

Then on his turn
Attack 1:  (1d20+9)[ 29 ] , slashing  (1d8+7)[ 8 ] , fire  (2d6)[ 5 ] 
Attack 2:  (1d20+9)[ 18 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 9 ] 
Attack 3:  (1d20+9)[ 19 ] , slashing  (1d8+7)[ 12 ] , fire  (2d6)[ 11 ] 
 
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: --  
 
  
Hadril gets above Mug and the mind flayer and prepares to throw daggers at it.

 
 Spoiler 


Action - Ready attack on Attack i3
Attack -  (1d20+11)[ 17 ] ,  (1d6+7)[ 9 ]  psychic damage
Sneak attack:  (6d6)[ 25 ]  psychic

Next Action: Attack i3
Attack -  (1d20+11)[ 16 ] ,  (1d6+7)[ 11 ]  psychic damage
Attack -  (1d20+11)[ 30 ] ,  (1d4+7)[ 8 ]  psychic damage
Sneak attack:  (6d6)[ 25 ]  psychic
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Rage (Large Size, Resistance to B, P, S) 
 Reckless: --  
 
  
The group makes short work of the mind flayer, and Perry flies over and reaches around the tower to pluck the other hypnotized mind flayer out. He tosses the mind flayer out into the room where the others can see it, and he flies over it and strikes with his greataxe,   Fried kalimari coming right up!  .

 
 Spoiler: Turn 4 

  Move   - Move to W27/W28 (10ft in the air).
  Bonus Action   - Reach in (10ft Reach) and use Mighty Impel. Strength Save vs DC 17. Throw i3 into the air over W29  (1d6)[ 1 ]  (1d6)[ 2 ] 
  Action   - Attack i3 w/Advantage (Prone or Reckless, as needed)
Attack -  (1d20+9)[ 21 ] ,  (1d20+9)[ 21 ] 
Damage -  (1d12+8)[ 20 ]  +  (1d6)[ 1 ]  Lightning Damage
Attack -  (1d20+9)[ 28 ] ,  (1d20+9)[ 24 ] 
Damage -  (1d12+8)[ 12 ]  +  (1d6)[ 3 ]  Lightning Damage
 
J-H
Hamza blasts the one back by the edge of the tower (33).
Hadril flies overhead and flings a psionic dart (34 damage).
With only 4 hit points left, Perry easily finishes the creature off before it can recover.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 1/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug stays behind Hadril and Hamza, prepared to pull them out of the way if they get in trouble.

  "Be careful."  
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: --  
 
  
Hadril walks into his tower, inviting the others to follow him. Once inside, he uses the arrow slits and battlements as cover while he attacks the mind flayers below.

 
 Spoiler 
BA Hide:  (1d20+9)[ 23 ] 
Action: Attack i5
Attack -  (1d20+11)[ 26 ] , Advantage  (1d20+11)[ 16 ] ,  (1d6+7)[ 10 ]  psychic damage
BA Attack -  (1d20+11)[ 15 ] ,  (1d4+7)[ 11 ]  psychic damage
Sneak Attack -  (6d6+7)[ 30 ]  psychic damage
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 1/3  
 
  

Hamza follows Hadril's lead and shoots Eldritch Blast while using the cover provided by the construct.

 
 Spoiler 
Eldritch Blast #1: to hit  (1d20+11)[ 26 ] , to damage  (1d10+5)[ 13 ] 
Eldritch Blast #2: to hit  (1d20+11)[ 26 ] , to damage  (1d10+5)[ 12 ] 
Eldritch Blast #3: to hit  (1d20+11)[ 18 ] , to damage  (1d10+5)[ 15 ] 
 
J-H
Hamza moves near the door to the tower.  Hadril flies down and speaks the command word, then floats in.  There's just enough time for him to go "Uh-oh" before psionic energy washes over him, and he freezes in place.

 
 Spoiler 

i5 readied mind blast  (4d8+4)[ 28 ]  psychic, and stun for 1 minute, Int DC 15 negates
Hadril int save  (1d20+5)[ 21 ]   pass 
i8 readied mind blast  (4d8+4)[ 23 ]  psychic, and stun for 1 minute, Int DC 15 negates
Hadril int save  (1d20+5)[ 6 ]   didn't pass 
 
J-H
The illithid inside the tower moves closer to Hadril, becoming visible to the others as it stands next to the elf, and Perry sees a dark eye peering at him through an arrow slit.  Its tentacles wave back and forth.  In your head, you hear  "Enough."   Space warps.  Mug and Perry find themselves against the back wall of the room, while the stunned Hadril is out in the control area with the illithid.

 
 Spoiler 

i5 moves 5', then does its psychoportation thing, then moves a bit more.
Scatter.  Wis save negates.
i5 willing
i8 willing
Perry Wis  (1d20)[ 2 ] 
Mug Wis  (1d20+1)[ 7 ] 
Hadril Wis  (1d20+2)[ 12 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Perry 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1, Rage (Large Size, Resistance to B, P, S) 
 Reckless: Active  
 
  
Everything happens too quickly. Perry feels energy wash over him and at first he thinks the mind flayers have stunned him again, but when the room orients himself again they've teleported him, and Mug by the looks of it. They're in the outer room now and Hadril is stunned.   Hadril!   Perry rushes forward, squeezing through the narrow doorway and attacking the mind flayer nearest Hadril, before attempting to throw it into the chamber with the harmful light,   Get away from him!  
 
 Spoiler: Turn 5 
  Move   - Move to Q27,28R27,28. Perry has 7 squares of movement so move to T28 (2 squares), move to S27 (2 squares, difficult terrain), squeeze to R27 (the doorway is not a square but I'm treating it as squeezing just in case), then finally move to Q27.
  Action   - Attack i8 w/Reckless Attack
Attack -  (1d20+9)[ 17 ] ,  (1d20+9)[ 16 ] 
Damage -  (1d12+8)[ 17 ]  +  (1d6)[ 6 ]  Thunder
Attack -  (1d20+9)[ 18 ] ,  (1d20+9)[ 17 ] 
Damage -  (1d12+8)[ 9 ]  +  (1d6)[ 3 ]  Thunder
  Bonus Action   - Mighty Impel i8 Strength Save DC 17, throwing him as high as possible (up to 30ft) right over N30 so he takes fall damage and falls into the radiation chamber 😏 Potential fall damage --&gt;  (1d6)[ 4 ] ,  (1d6)[ 2 ] ,  (1d6)[ 2 ] 
 
J-H
Perry's attack smashes the mind flayer, sending its corpse into the air and down into the room with the strange burning light.

 =&gt;Mug, Hamza, Hadril (save at end of turn) 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug clicks the heels of his boots and moves forward to attack the last mind flayer.

  "Nice job, Perry."  
 
 Spoiler: OOC 
BA activate boots of speed
Move to last mind flayer
Attack 1:  (1d20+9)[ 16 ] , slashing  (1d8+7)[ 14 ] , fire  (2d6)[ 8 ] 
Attack 2:  (1d20+9)[ 10 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 10 ] 
Attack 3:  (1d20+9)[ 29 ] , slashing  (1d8+7)[ 15 ] , fire  (2d6)[ 11 ] 
 
J-H
Mug speeds across the room to the last mind flayer, slashing it to pieces before it can do anything else.

 =&gt; What do you do now? 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
Perry reverts back to his normal size, and his voice take son its familiar sound,   Well that could have gone sideways real fast. Hopefully that's the only illithid-dispenser room in this place. Not likely they had anything on them in those tubes, but always worth checking.   Perry turns each corpse over looking for anything that might be of use.
Bobthewizard
      
      Hadril    
 High-elf rogue (Soulknife) 
 AC: 18 HP: 87/87 
 PPer: 16 PInv: 15 PIst: 12  
 PE dice: 4d10 
 Conditions: cubed  
 
  
Hadril walks into his tower, and says a command word for his Tower, but he says the wrong word and something goes wrong. Instead of the tower turning into a small cube, Hadril shrinks and turns into a small, metal cube. The tower still remains. He had once told everyone the password, but now can anyone remember it?

Did anyone hear the password Hadril just used that made him shrink?

 
 Spoiler 
I wasn't sure if we could keep the instant fortress or not. Also, if Hadril turns into a cube, then maybe we can remember that password if Shiro ever comes back.
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug walks over and picks up the cube that used to be Hadril.

  "Let's hold on to this. Maybe we can figure it out later."  

He then starts to investigate both the incubator room, and the main room here, making sure not to get too close to the radiation.

 
 Spoiler: OOC 
Investigation:  (1d20+4)[ 10 ] 
 
J-H
The illithid who had been...asleep?... in the tubes do not appear to have been carrying anything aside from their clothing and armor.  Aside from the unidentified weapons you picked up earlier, you do not find anything new in the central room.
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1)
Spell Slots: 1/3  
 
  

"Speaking of unidentified weapons we've picked up," Hamza says as she shows the crossbow and the metal shaft, "Anyone want to hazard a guess as to what these do?"
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
  Yeah, nothing on these ones. What do you think they were doing in those tubes? Maybe let's not touch anything else just yet huh?   He gives a pointed look at Mug. Looking around, Perry spots the entries to the side chambers,   I'm going to look in here.   He walks into the chamber near the hole with the harmful light to see what's inside.

 
 Spoiler 
 (1d20)[ 20 ]  This can be Perception or Investigation or whatever DM may call for, if anything.
 
J-H
The southern side room is about 20’ across, with a rounded outer edge only about 20’ deep at the deepest.  Inside are several comfortable chairs, a scroll-holder, and a number of books and tomes.  Almost all of them are in a strange language with a very odd script.
 
 Spoiler: Arcana DC 14 

Anybody speak Qualith?
 


Do you want to take the time for a detailed search of the room?
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug examines the writing but doesn't recognize it at all. He then takes time to investigate the rest of the room.

  "Let's see if we can figure this out."  
 
 Spoiler: OOC 
Arcana  (1d20+4)[ 10 ] 
Investigation:  (1d20+4)[ 22 ] 
 
J-H
Mug takes 10 minutes to go through everything in detail.  Almost all of it is written in the strange language, but he does locate one thick book with a title listed on the spine that seems to swirl before his eyes before resolving into words in Common... a magic book, designed to be readable by anyone.  It proclaims itself to be a Tome of Clear Thought.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug takes the book and puts it in his backpack. He probably won't be able to use it since he already relies on a headband to increase his mental acuity, but it's a valuable item that should fetch a good price once we get out of this place. This looks like a control room, so he tries to figure out how to use it.

  "Let's see if we can figure out how to turn off those outside guns."  

Despite not being able to read the instructions, he tries to determine how to use the controls.

 
 Spoiler: OOC 
Investigation:  (1d20+4)[ 24 ] 
 
J-H
Mug does not find any other buttons or levers that might be used to control the guns or anything else.  He's pretty sure that the cracked crystalline hemisphere in the middle of the room was the control interface for the entire vessel, but it seems entirely non-responsive, even when he attempts to think at it.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
As Mug investigates the room, Perry sees if this strange language looks familiar at all. Once they are finished, Perry will walk across the middle chamber into the other side room to investigate there as well.

 
 Spoiler: Arcane check with Disadvantage 
 (1d20-1)[ 14 ] ,  (1d20-1)[ 12 ]  DC 14
 
J-H
This room, about 20’ across, with a rounded outer edge only about 20’ deep at the deepest, contains four strange angled platforms with cushions along the sides, and a leather strap with buckle that runs across the middle.  If they were flat, you might think they were beds.

Next to one wall is a cabinet containing strange, ball-like glass goblets, as well as bottles of some kind of murky brown liquid.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
  Hmm... I've never imagined the squid-heads drinking from a cup before,   Perry says, retrieving the bottle of brown liquid from the cabinet. He opens one up and sniffs it,   Mug, I'll help you search this room.  
 
 Spoiler: Help Action 
Perry will Help Mug search the room to grant him Advantage if possible.
 
J-H
The liquid smells salty and foul.  Whatever it is, it may have spoiled.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug goes with Perry into the next room. When Perry picks up the bottle of brown liquid and opens it, Mug steps back both from the smell and out of caution for the creatures we've found so far.

  "I wouldn't eat or drink anything in here. Mind flayers are devious and pure evil."  
 
 Spoiler: OOC 
Investigation:  (1d20+4)[ 24 ] ,  (1d20+4)[ 8 ] 
 
J-H
Unfortunately, you don't find anything else of interest in this room.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
  This room's pretty sparse too. I guess we keep looking, there's got to be something valuable in here!   He walks back out to the center room,   I think we've checked everything out down here. Let's head back up and see what else is in here.  
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug searches the room thoroughly before giving up.

  "There's nothing else in here. Let's go back to the cargo bay and finish investigating that."  

He then tries to think if there are any other areas of this wreck that we still need to look into.

 
 Spoiler: OOC 
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Hamza will check the room that was bathed in light that they hadn't properly explored before. She will cast Armour of Agathys on herself first, as a precaution, then enter the room.
J-H
Hamza casts a spell to protect herself, then descends into the room below via the ladder leading down from the trap door.  The glowing room contains strange tubes, balls, and cylinders arranged to form some sort of advanced machinery, all cast in a strange blueish light.   Unfortunately, much of it is damaged, as the floor has collapsed upwards in one area.

 
 Spoiler: damage 

Anyone who climbs down the ladder and enters the room takes 20 points of radiant damage per round, Con DC 20 half, and feels itchy and nauseated.
Make saves for as long as you're staying down in there.
 
Infernally Clay
      
  Hamza 
 Half-Elf Fathomless Warlock 12
HP: 55/99, AC: 17
Conditions: Exhausted (lv 1), Armour of Agathys (25/25)
Spell Slots: 0/3  
 
  

Realising the intensity of the energy emanating in the room, Hamza decides to spend no more than half a minute in the room. She will first check the hole to see if it's safe to go down and if the energy emanates down there as well, then check the apparatus in the room to see if there's anything that she can use to turn it off.

If Hamza is hurt too much she will leave the room sooner. She isn't going to die in here.

[spoiler]Con saves for five rounds (30 seconds):

 (1d20+8)[ 27 ] 
 (1d20+8)[ 23 ] 
 (1d20+8)[ 10 ] 
 (1d20+8)[ 22 ] 
 (1d20+8)[ 17 ] 

If Hamza is reduced to 40 hit points before the five rounds are up, she will turn and leave the room.

Perception checks:

[spoiler]1d20+6[/roll] to see if the hole is safe to descend into and if the damaging energy is down there too;
 
 Spoiler 
1d20+6[/roll] to see if the apparatus can be turned off in any way.
 
Infernally Clay
Perception checks:

 (1d20+6)[ 15 ]  to check the hole
 (1d20+6)[ 18 ]  to check the apparatus
J-H
Hamza quickly determines that the area where the floor has buckled upwards is the opposite of a hole, being full of rock instead of air.  There do not appear to be any controls that can be manipulated on the apparatus.  Several pieces are making humming or buzzing noises, so it seems that the room does contain equipment hasn't been damaged badly enough to break it.
J-H
After Hamza emerges from the glowing room to report that portions of it still seem functional, the party returns to the room that appears to have been for storage or cargo, and checks it.  It's slow going, as there are many crates, and the tilt of the entire vessel downwards to the rock that has smashed in some of the far wall makes for slightly unsteady footing.

The metal craft made of adamantium rods attached to tubes appears to have some sort of engines on it, perhaps fueled by magic.  It seems hard to steer, but if you had something else that flew, the engines could be repurposed, and of course adamantium has great value, if you can find someone to work it.

The crates in the cargo hold contain a variety of supplies, including mundande tools, expired and rotted food supplies, herbs, alchemical supplies, magical inks, and some strange psionic devices that don’t respond to anything Mug thinks at them.  Included are 2 dozen metal manacle sets and a metal circlet covered in strange markings.  The circlet is chilly to the touch, more so than it should be, and appears magical.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug collects the manacles, giving one set and the circlet to Hamza, while he puts the others in the bag of holding.

  "These look like something for a warlock. Why don't you take these and figure them out next time we rest. Speaking of, where do you all think is the safest place to rest in here. We all are a little spent."  
 
 Spoiler: OOC 
I think we need a long rest.
 
Dr.Samurai
[QUOTE=Dr.Samurai;25898763]      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
  Well, probably Hadril's tower,   Perry laments.
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 82/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: Exhausted 1 
 Reckless: --  
 
  
Perry says to the others,   We know there's nothing else down here. Let's rest in this room and watch the stairs in case anything tries to come down.  
 
 Spoiler 
Are we long resting? If so, let's do it in the cargo bay and watch the stairs for any visitors. We could barricade the stairs as well.
 
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 123/136 HD 0/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 3/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 0/1 SR | Action Surge: 0/1 SR
Boots 54/60 rounds
Conditions: --  
 
  

Mug looks around the warehouse.

  "Yes. This is probably better than the tower. If someone who lives here sees the tower, they will want to investigate. But they might not think to look in a storeroom."  

He then prepares to rest, sitting down and eating some of his rations, drinking some water, and spreading out his bedroll.

 
 Spoiler: OOC 
 
J-H
You rest well in the cool and dry storage area.   Someone keeps watch, but there's nothing moving down here, not even a mouse... although there is time to play around with the magical items you found, test their properties, and study their enchantments in detail.

 Circlet of Mindwar 
 Rare, requires attunement 
This metal circlet has many strange markings on it, and seems perpetually chilly.  The wearer may add his Intelligence modifier to the damage dealt by any spells he casts that deal psychic damage.  Additionally, the wearer gains resistance to psychic damage and Advantage on Intelligence saves.

 Ray of Radiance  
 Legendary 
This appears to be some type of strange magical hand crossbow, although it is made of metal and lacks a string or arms.  It has a perfectly flat, light-drinking black top with no place to put ammunition.  Instead of normal crossbow bolts, it fires bolts of magical energy out of a small cylinder at the front of the body, and even reloads itself.
This magical item is operated as though it were a +2 Hand Crossbow, but without the need to reload.  It fires fast-moving magical bolts that do a base damage of 2d8 radiant damage on hit.  It has a limited number of charges, varying based on lighting conditions.  After each shot, roll a die based on the environment.  On a 1, the Ray of Radiance is out of charges until it spends 2 hours in the sunlight.
Bright or normal light:  1d20
Overcast daylight:  1d12
Dim light:  1d8
Darkness: 1d4

 Starmetal Quarterstaff 
 Legendary 
This +3 quarterstaff was forged from some unearthly metal, being unnaturally light and possessed of a strange dark sheen.  Enemies struck by this weapon have Disadvantage on saves to maintain Concentration caused by the hit.  It dispels illusions and magical defenses on a successful hit, including spells such as  Blur ,  Mage Armor ,  Mirror   Image , or  Shield .


You awaken, break your fast, and then think... what next?  If you attempt to leave, you will still have to deal with the domes on the outside of the vessel that shoot beams at you.
Bobthewizard
      
       Mug Vitgut     
 Half-orc Psi Warrior
AC: 22 HP: 136/136 HD 12/12d10+3
PPer: 14 PInv: 14 PIst: 14 | Psi Dice: 8/8 LR
Telekinetic move: 1/1 SR | Psi Leap: 1/1 SR
Second Wind: 1/1 SR | Action Surge: 1/1 SR
Boots 60/60 rounds
Conditions: --  
 
  

Mug takes one more look around the ship to make sure we've cleared it of any threats. If he finds no more ghasts or mind flayers, then he is ready to leave. Assuming he finds nothing, he looks to Perry and Hamza.

  "Are you both ready to go? Hamza, do you want to bamph us out of here. I can jump in the bag of holding again."  
 
 Spoiler: OOC 
 
Dr.Samurai
      
      Perrin "Perry" Hilltopple    
 Halfling Barbarian (Path of Giants) 
 AC: 16 HP: 125/125 
 PPer: 14 PInv: 9 PIst: 10  
 Conditions: -- 
 Reckless: --  
 
  
Perry pipes up,   I've been thinking... if those flayers where in the tubes, who was controlling this vessel? And what was the ghoul doing in here? Maybe we'll find tracks outside.  

He inspects the items they found and lets out a slow whistle,   Hey Mug, you want to swing this around? Otherwise, I'll take a crack at it.  
 
 Spoiler 
I think either Mug or Perry can use the quarterstaff. Happy to let Mug use it, otherwise I'll nab it if you'd prefer to keep your current weapon.
 
J-H
With the use of Dimension Door, and a very clear memory of the area outside the crashed illithid craft  before  you got shot at, Hamza easily removes the party from inside.  Unless you decide to go back to deal with the exterior laser turrets, which may be a hazard to passers-by, you have successfully investigated the problem and removed a potentially great danger to the region.