Escape Gammarus.
A miracle of Eldritch, Divine, and Evocational prowess in the year 24325 has made it possible to explore the reaches of the universe unknown. Spells exist for treading space, traversing volcanoes, and even making portals from one side of the solar system to another near instantaneously. Society thrives, and innovation of new arcano-tech has turned what was previously four fully separate casting classes into a blend of works mere steps from one another- gears of the same clock all spinning in tandem to form the physics of our world as we know it. We've used it to chart the stars, planets, and planes beyond, but what if that far seeing eye was pointed inward? What unknowns exist on our very plane but leagues from sea level? What kind of mind would dare voyage into the crushing pressure of the darkest blue, and explore what possibly exists in such depths?
Gammarus is just that. And the staff involved in it's voyage to the deepest portion of the sea are none other than the heroes of which are spoken of. We follow these adventurers on their journey of discovery, thrill, and danger as they leave the shore with a veritable fleet of workers and scientific minds at their beck and call. Journey with them as they are forced to recon with forces rendering them alone in the deep dark, abandoned, hunted, and with dwindling resources in a space hostile, foreign, and fully unexplored by modern creature.
Aspects
Eldritch Engine (Arch-Reactor)
A trapped arc-deamon named Iblis powers the furnace of this engine with a hellish rebuke forced by a Hex (to lower Dex Saves) Bestow Curse (To further lower Dex) Control Monster (to force hellish rebuke, heal as an action, and keep up the facade), and Spike Growth (to inflict the damage needed for Hellish Rebuke). The maintenance of Iblis is kept by the Deacons of the ship- what were referred to as Clerics in olden days before. If the Deacons are wiped, the odds of Iblis' escape rise from impossible to improbable. Which is MUCH worse.
Spike Growth must be recast each time the engine is brought about, and so a druid is needed to 'start the engine' by casting said spell and begin the cycle. Other spells work, but they can risk causing too much damage, not being reliant on DEX, or not affecting High Demon types. Any of these mistakes will result in Iblis freeing himself and hunting down the inhabitants of the ship.
Maneuverability Matrix and Flesh to Stone/Metal
- A mixture of different spells acting in unison. Fly, for example, allows the ship itself to move in 3D space with minimal issue. but at a speed relative to the average person's move speed. Increasing the speed moderately implements Longstrider, more than moderate is Expeditious retreat, and double time would be Haste. The Ship itself is a being turned to stone and hollowed out, and since it's a living creature, it can have spells cast on it at once, and in dire moments, have it's Geas spell manipulated from "feel no pain, fail saving throws, and cast fly" to a separate action/command/enchantment. This will, of course, immediately cause the creature to sink until the conditions are reapplied. Also, the Stone to flesh can be dispelled.
Divine Protection (Shielding)
- Along the top and bottom of the ship are several vials of holy water than can be manipulated by a "control water" spell to form various invisible shapes around the ship. This is usually done by the Deacons of the vessel, but can be made to happen by any of the Protean (parasitic entities) or Deacons able to cast Spiritual weapon about the space. The ship is agnostic, and therefore cannot cast any spells, but it's strength of willpower is potent enough to concentrate on multiple spells at once. This collection of Clerical Spells stem from the Tabernacle. A space near the front of the ship whereby a Detect Magic or Mind-reading spell allows for a descriptive catalog of presently ongoing spells, and the limits involved with what can and cannot be cast. At any given moment, the Holy Water is a functional shield around the ship itself, serving as a shield, makeshift weapon, and movement lubricant. losing this protection causes lower overall movement, no outward shielding to magical or spiritual damage, and no resistance to physical debris and hull contact.
Along the journey down and deeper, the crew will encounter creatures both onboard ,and in the sea itself. Deep sea pirates, Leviathans, disasters unnatural and natural, all of which pose definitive danger to your goal of intact decent.
The goal of this vessel is to reach the depths of the oceans of Earth, and return. To explore how low it all goes, and be the first to touch the lowest points of the seas themselves who have lived to tell the horrid tale. There are rumors of untold riches about the depths, (as you are not the only ones to have brought vessels this low) new worlds and cultures (Atlantis, if you will?), or an entrance to alternative dimensions hidden by the Gods themselves. These may be the reasons by which the crew makes the trek, or something more personal. A desire to be part of something immense that one may be remembered for, an extended getaway from some otherwise unavoidable pressure in the mundane life, or an inexplicable and occultish call from the deep from which you cannot refuse the call.