Aerial Extraction
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Platform APlatform BPlatform CPlatform D
Roleplay EncounterDND5E 2024Party L8 · 5 PCs
Aerial Extraction
Read Aloud
The five metal platforms buck and twist above the collapsing workshop. Lightning flashes through the hull as a trapped artificer cries from the far side, while the airship's boarding ladder swings beyond the last gap. Aziron's compass jerks toward one plate, then another, as the storm tears the islet apart.
The Scene
NEUTRALTimed environmental negotiationBase DC 13Stakes The workshop is breaking apart, the seventh Nova's Heart shard is at risk, and every extra rescue or recovery costs precious time.
6 rounds
NPC Goal
The trapped artificer wants to escape alive with the research chest, but will abandon it if saving the party requires one final jump.
Leverage
The party controls the only route to the airship; the artificer knows which platform plates will hold and can shout warnings if someone reaches them.
Player Approaches
- Aziron's Mechanical Compass identifies the next stable tile.
- The artificer can call out safe footing after being reached.
- The research chest can be abandoned to save a collapsing platform.
- A character can spend an action steadying another creature, granting advantage on its next Acrobatics check.
NPC Gambits
- Use the compass as a free action before crossing.
- Cross Platform A with a DC 13 Dexterity (Acrobatics) check.
- Search Platform B with a DC 14 Intelligence (Investigation) check to recover the research chest.
- Cross Platform C and make a DC 15 Dexterity saving throw when the steam vent erupts.
- Reach the artificer with a DC 13 Strength (Athletics) check to haul them aboard.
- Leap to the boarding rail with a DC 14 Dexterity (Acrobatics) check, then cut the line as a free action.
NPC Reactions
- At the first failed check, the artificer shouts a safer route and offers to leave the chest behind.
- At the second failed check, the artificer panics, grabs the chest, and slows anyone trying to haul them free.
- If rescued, the artificer grants advantage on one Strength or Dexterity check during the encounter.
- If the party abandons the artificer, they yell one last warning about the steam vent before the platform gives way.
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