Skyport Aether-Vapor Explosion
As the party nears the skyport, the air grows thick with the smell of scorched ozone and liquid aether. The enemy general has sabotaged the high-pressure fueling lines beneath the party's airship, creating a ticking time bomb of volatile energy that threatens to vaporize the dock and anyone on it.
Skyport Aether-Vapor Explosion
Defenses
Detection
“A massive, shuddering tangle of brass pipes is ruptured at several points, venting brilliant violet gas. Blue sparks jump between the pipes and the wooden deck of the airship, and the very air seems to shimmer with heat and impending violence.”
Standard Engagement
The explosion triggers if a creature moves within 15 feet of the fueling lines, or if the lines take any damage, or 1 round after the party enters the skyport terminal.
N/A
The hazard is a single-use explosion. However, secondary fires may continue to burn throughout the skyport.
Each creature within 40 feet of the fueling lines must make a DC 19 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) force damage on a failed save, or half as much on a successful one. Creatures that fail are also knocked prone and pushed 20 feet away from the center of the blast.
After the explosion, the skyport ceiling begins to collapse. Creatures in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage from falling timber and stone.
If the airship is docked and the hazard detonates, the ship's hull takes 66 damage directly, ignoring any damage threshold, and begins to drift away from the dock as the mooring lines snap.
The 20-foot radius around the pipes is heavily obscured by violet vapor. Any spell that deals fire or lightning damage cast into or through this area triggers the explosion immediately.
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