Meanwhile, Brush and Tamara begin prepping The Way to transport the Heart. Clearing out just about everything in the cargo bay, even B-9's infirmary, they make enough room to place the Binding Circle. Tamara is one of the few people outside of the Gnomish lands of Zilargo to learn the secrets of elemental binding, and she uses these techniques to repurpose the elemental binders on The Way for the task at hand. Brush's assistance and his divine magic is invaluable.
The Game
Meanwhile, Brush and Tamara begin prepping The Way to transport the Heart. Clearing out just about everything in the cargo bay, even B-9's infirmary, they make enough room to place the Binding Circle. Tamara is one of the few people outside of the Gnomish lands of Zilargo to learn the secrets of elemental binding, and she uses these techniques to repurpose the elemental binders on The Way for the task at hand. Brush's assistance and his divine magic is invaluable.
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: PHB, pg. 248
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d10). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Mote of Potential
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
# Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
# Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 17) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
# Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +5.
Artizan intuition +1d4
Enhance ability (intellect) adv on the roll
Expertise in Arcana
The roll 1d20+9+2d4
The total: 1d20+9 - ( 14 ) + 9 + 6 = 29
Rolls
Arcana +9 (Exper) +1D4 (advantage) - (1d20+9, 1d20+9, 2d4)
1d20+9 : (14) + 9 = 23
1d20+9 : (5) + 9 = 14
2d4 : (33) = 6
Range/Area: Self/30ft.
Components: V
Duration: Concentration, up to 10 minutes
Source: PHB, pg. 216
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
W.A.R.P. X piloted the skiff as near to an appealing Siberys dragonshard as possible without entering instantly lethal range.
"Your blessed shield is appreciated, B-9. Now to the task at hand. This unit will pilot us within 100 feet of... that shard, Whispers will use the grappling hook to tether it, and we will return with it to The Way. If it proves too large, this unit will open fire on it until it is of a moveable size. Using destructive magic under these circumstances might not be advisable but it may be necessary. Does this sound reasonable?"
Intelligence [3] (Religion [4]) check plus Guidance [1d4] plus Bardic Inspiration and Mote of Potential [1d10] with Inspiration [advantage]
In other words, 1d20 (w/ reroll) + 1d10 (w/ reroll) + 1d4 +7
EDIT: oh boy!
1d20 - ( 7 ) = 7 [1d20 - ( 6 ) = 6] + 1d10 - ( 1 ) = 1 [1d10 - ( 1 ) = 1] + 1d4 - ( 3 ) = 3 + 7
7 + 1 + 3 + 7 = 18!!! Eeekkk!!!
Rolls
Dice Rolls, including adv (1d20,1d20,1d10,1d10,1d4)+7 - (1d20, 1d20, 1d10, 1d10, 1d4)
1d20 : (7) = 7
1d20 : (6) = 6
1d10 : (1) = 1
1d10 : (1) = 1
1d4 : (3) = 3
Rolls
Wild Magic Surge! - (1d100)
(61) = 61
B-9 brings forth the protective aura, which shields the three warforged. As B-9 draws upon the divine, he feels the spell sending ripples through reality like a stone tossed into a calm lake. The reverberation has unexpected consequences.
The team continues to pilot the skiff closer to the ring and manages to get to the 100ft mark. At this point, everything is blinding golden light. It is nearly impossible to see anything. What more, you feel infused with magical energy. You are thankful of B-9's aura protecting you from some of the negative effects, but other things are happening. You become aware of a third eye that is seeing beyond time and space, and new axis of agency opening up to you that is not constrained by physical rules.
WARP X, your third eye extends backward in time. Within it, you see your first mission from beginning to end simultaneously. You see your fellow crew members alive and though under duress of the launch, so full of joy to be pursuing their life dream. You can sense that you can reach out and sift through this torrent of knowledge to understand the ship's failure, and perhaps unravel it.
Whispers, your third eye is already open, and the magic awakens every Chakra. In your vision, you see a perfect, balanced self, able to step across the stars - perhaps even beyond? The configurations are within your grasp to unlock, you are certain of it.
"This uni... I have often wondered if the distinction between past, present, and future is only a stubbornly persistent illusion," W.A.R.P. X whispered as its tertiary sensors tracked the progress of the Ikaris and its crew.
Their faces.
Happy.
Astromancer Larhut determined the disintegration began with the partial separation of the elemental E-ring from the Ikaris but no further information was available. W.A.R.P. IX's data core was too damaged and corrupted after retrieval from the wreckage to help the investigation, its personality matrix was barely intact but gravely injured by the psychological trauma.
His face.
Terror.
"This unit knows the past is obdurate!" W.A.R.P. X shouted as it shut down its tertiary sensors! It strived for so long to move beyond the accident, to not let the emotions touch it, to not let the questions and uncertainties consume it. The others were dead, and that part of it should die with them. But did it have to die? Wasn't there a middle ground for rebirth after near death? Those were the questions W.A.R.P. X would ponder, the mysteries that would be unraveled: the uncertainties of the future.
With an effort of will, W.A.R.P. X reinitialized its tertiary sensors and tried to scan along the ever-branching possibilities of what is to come!
Rolls
CON save - (1d20+2, 1d20+2)
1d20+2 : (11) + 2 = 13
1d20+2 : (3) + 2 = 5
Edit to add disadvantage, though B-9 modifier is +9 instead of +6.
Edit, forgot to roll CON save with advantage. Succeeded, so no damage and standard Medicine check of 27.
Rolls
Constitution Save, DC 10 - (1d20+3)
(5) + 3 = 8
Medicine check? - (1d20+6)
(18) + 6 = 24
Medicine, disadvantage from exhaustion - (1d20+9)
(18) + 9 = 27
Radiant damage - (4d6)
(4664) = 20
Constitution Save, advantage - (1d20+3)
(13) + 3 = 16
Brush and Tamara work hard to prepare The Way to accept the Karrnathi heart. Tamara succeeds in reconfiguring the arcane algorithms to bind a manifest zone, proving herself every bit the genius daughter of House Cannith. Brush attacks the problem from the divine axis, and his prayers guide the process.
However, with all the Siberys radiation, the combined amount of divine and arcane magic triggers a magic surge at the worst time, and the bound fire elemental manages to escape the binding ring and into the ship! The cargo hold fills with light and heat as the elemental seeks to burn and consume all around it now that it is unbound!

Initiative order:
Tamara
Fire Elemental: AC: 13, Damage: 0
Brush
Rolls
Tamara, Brush, Fire Elemental - (1d20+1, 1d20+3, 1d20+3)
1d20+1 : (17) + 1 = 18
1d20+3 : (5) + 3 = 8
1d20+3 : (12) + 3 = 15
Tam weaves an image of calming flames that the elements hopefully would react to.
Casting Time: 1 action
Range/Area: 120ft./30ft.
Components: S, M(a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute
Attack/Save: WIS 18
Source: PHB, pg. 252
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Rolls
unmodded Wisdom saving throw (DC 18) - (1d20)
(5) = 5
Arcana: Get the elemental back - (1d20+9, 1d4)
1d20+9 : (16) + 9 = 25
1d4 : (3) = 3
Rolls
Con save - (1d20+2, 1d20+2)
1d20+2 : (19) + 2 = 21
1d20+2 : (20) + 2 = 22
Tamara's hypnotic pattern is especially powerful in the presence of Siberys radiation, and the Elemental is calmed and pacified by its fractal geometries. Tamara is able to get the binding to intertwine elemental again but she realizes it will take longer to complete than the hypnotic pattern will exist.
Rolls
How long it takes to stuff the elemental in the binders again - (1d6)
(3) = 3

Rolls
Arcana (advantage from Goggles of Object Reading) - (1d20+9, 1d20+9)
1d20+9 : (3) + 9 = 12
1d20+9 : (4) + 9 = 13
Rolls
Perception check - (1d20+9)
(17) + 9 = 26
She has of course formed the sphere in a way so she can still re-bind the elemental.
AC 15
HP: 0 damage out of 63
Concentration: Wall of Force, up to 10 min
spell slot: 1st:4/4 2nd:3/3 3rd: 2/3 4th:3/3 5th:1/2
Tamara reacts quickly and places the wall of force around the tamed elemental, a process she no doubt knew how to use from when she learned to unlock the secret elemental binding algorithms. As the hypnotic pattern expires, the incarnation of fire returns to its normal combustible. It burns and slams against the wall of force without malice but with great power. Brush calmly repositions the force field so that the rebinding can be completed.
With The Way configured to bind the Mabar manifest zone, the next step will be to physically move The Heart into the ship. The easiest way is to drive the way into the cavernous Aurora and load it through the cargo bay doors at the front of the ship. The Karrnathi command their undead workforce to pull back the Aurora's armored hull to create a hole large enough for The Way. Then, you carefully maneuver the craft inside the Aurora.
Once inside, you see that the Karranathi team has unhooked the heart from the blood network, and have created a smaller, portable loop of fluids to keep the giant organ rigid and pumping. It pulses and throbs with loud gulching noises at a more rapid pace as the volume of blood is now greatly reduced. It is not pretty, but it is ready to move.
Brush is in charge of physically moving the heart from The Aurora to The Way. It weighs as much as an elephant. Think about your plan and convert it into a skill roll. This is a difficult and delicate procedure, so probably a DC 20 skill roll, but I'll hear any proposal.
Tamara must merge the manifest zone with the binding circle she created in the first step. This is probably another DC 20 arcana roll, but let me know if you have other ideas. For both of you, feel free to employ every trick you have to make your rolls stick. Good luck!