After Zithers pushes the button, a magic mouth appears on the inside wall of the contraption. You hear Amos' voice say, "So, ye want to take a swim, eh? Roll 'er until all four wheels are in the water, then push the button three times quickly."
Zithers drives AGGE forward into the water's edge. When the "fish" button is pushed three more times, the wheels retract, to be replaced with cylinders of wood slats (think miniature versions of the wheel at the back of a river steamboat). From the rear of the vehicle, a panel slides aside and what looks like a metal flower on a stem extrudes from AGGE's hindquarters and begins to spin rapidly. A transparent material slides up to cover the opening at the front. A hollow metal tube telescopes upward from the roof of AGGE approximately 15 feet, and a valve on the inside of the vehicle can be opened to let air flow up and down the tube.
Everyone climbs into AGGE, and you seal the door shut. Pushing the rudder forward, your automated wagon slowly rolls forward, the waterline gradually rising on the sides of the vehicle, until you are completely submerged in the dark water. When your darkvision adjusts, you inspect the inside of your vehicle for leaks, and find none. Fresh air seems to be flowing in from the tube. There is also a circular hatch that no one had really noticed before in the floor towards the rear. As long as she is moving, her paddle-wheels keep her a few feet off the bottom of the pond.
Looking ahead through the front window, you are fascinated to see the sunlight filtering down from the water's surface, making the water transparent and colorless at the top, but as the light descends, it fades through shades of turquoise, then deep blue-green.
There are shadowy shapes moving perpindicular to your path in the distance, which appear to be fish. It is difficult to tell how large they are from your perspective.
The pond is roughly circular, with the pedestal island in the middle. From your current position you can advance towards the middle, or travel clockwise around the pond, or counterclockwise.
Zensiro marvels at the view under the water, particularly of the fish, which he has never seen quite like this. It's enough to take his mind off the fact that he's submerged in what could easily become a rusty tomb of horrors if things go terribly wrong. Remembering that they're supposed to be helping Zithers search, he tries to focus his attention on that. "Steady as she goes, Zithers! Seems like you're a natural."
Cerlinde is so excited about the submarine journey she can hardly contain her wonder. Pulling out a fresh parchment, she carefully starts mapping the pond with her curious floating quill of many colors, taking note of features to ensure a thorough search - not missing anything, but not covering the same ground twice as they circle clockwise. 26 or passive 17 investigation.
”what an incredible device this machine is! Truly magnificent. Just imagine what one could do with a larger one of these in the world of the big..” she exclaims.
(BTW I absolutely love the graphics and pictures Rob. Thanks all for putting up with my slower posting frequency. Job and relocation excitement in the real world. Still really enjoying this unique adventure!)
"Go for it Zithers. I forgot about the 'fish' button that Aggie has. Oh yeah, I've started calling it Aggie. I used to know a contortionist/fire dancer named Aggie" Malichi says, also looking to see what he can spot in the water
Zithers would like to travel towards the middle first to get a good view of everything. "Alright, if anyone sees some particularly strange rocks lemme know, we'll advance to the middle first to get a clear view all around." (If a fish happens to attack, are there any apparent options for attack inside Aggie?)
Zithers would like to travel towards the middle first to get a good view of everything. "Alright, if anyone sees some particularly strange rocks lemme know, we'll advance to the middle first to get a clear view all around." (If a fish happens to attack, are there any apparent options for attack inside Aggie?)
16 Perception to look for "strange" rocks
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Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
As AGGE chugs around the pond, Dyumi and Cerlinde almost simultaneously cry out "Stop!". Both spotted a redglow coming from behind a large stone resting on the bottom near the base of the island. Your vehicle cannot quite maneuver in such a way as to see what is behind the stone. Someone will have to exit to check the source of the light.
Examining the interior of AGGE more closely, Amelia is reasonably certain that if the valve in the air tube is closed, then the hatch in the floor can be opened safely without flooding the vehicle. Of course, the air valve can only remain closed for so long before all the oxygen is used up...
Underwater rules:
Holding your breath can last 1+Con modifier in minutes (not rounds). When you can’t hold your breath anymore, you begin to suffocate. Suffocating means you drop to zero hitpoints and begin dying if you don’t reach air in a number of rounds (not minutes) equal to your Con modifier (minimum one round). This happens at the start of your next turn after you run out of rounds.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Underwater spell attacks roll as normal without disadvantage. Only weapon attacks get disadvantage.
If you want to cast a spell underwater that requires verbal components, you can do that. Doing so means you’ll stop holding your breath and start suffocating. In D&D 5e, suffocating means you die in a number of rounds equal to your Constitution modifier. It’s extremely risky to cast a spell in this way and begin suffocating (source: Jeremy Crawford tweet). Casting Water Breathing will allow you to freely cast spells with verbal components underwater without suffocating.
First Zithers would like to try to fish around with mage hand,and see if he can grab it from there. If that doesn't work, he scratches his head for a moment. "...anyone got any rope? I have a feeling it might be helpful to get a little extra help only having 3 minutes to make it down to the stone and back up."
“I have rope as well” Cerlinde offers. “I’m afraid I don’t have any spells to help with this, except what you’ve tried. Someone may need to swim for it. But we can get closer..”
“I have rope as well” Cerlinde offers. “I’m afraid I don’t have any spells to help with this, except what you’ve tried. Someone may need to swim for it. But we can get closer..”
"If we drive closer, I'll be happy to volunteer as Diver."
Life is very busy unfortunately, gone from most Pbp's indefinitely. If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Finagling with the controls, you are able to scoot AGGE perhaps 5 feet closer, but the stone is up against the base of the island, where the bottom of the pond rises in a steep slope towards the surface. So, still about 25 feet from hatch to stone.
“I have rope as well” Cerlinde offers. “I’m afraid I don’t have any spells to help with this, except what you’ve tried. Someone may need to swim for it. But we can get closer..”
"If we drive closer, I'll be happy to volunteer as Diver."
Is this close enough? I'll happily dive down there myself if you don't want to, but if youre up for it we can anchor the rope up here as a lifeline in case things go wrong."
Zithers then proceeds to do just that, looking for a sturdy place to tie the rope for either one of the divers.
Near the rear hatch in the floor of your submarine, you find several metal rings securely attached to the interior wall. One of you ties a complicated knot (roll Sleight of Hand or Survival, your choice) and gives it a few tugs to test its security.
Then somebody closes the top valve, opens the hatch, and lowers themself into the chilly water. Taking a big gulp of air, you move out from under the vessel, and swim toward the rock. It will take one round to get there (unless you have some innate or magical swimming ability) and one round to return (or be reeled in). Unless you have telepathy, communication will be limited with those that remain in AGGE, mainly just tugs on the rope. Darkvision will be required to see properly. Once it is decided who the swimmer is, I will provide more detail.
This post has potentially manipulated dice roll results.
(I'll go) (Survival 17)
Before he lowers down Zithers turns to the group and says "One tug for I found it, two tugs for pull me back, and three tugs for pull me back like your life depends on it, because mine does." Zithers then jumps into the freezing water, regrets his decision for a moment in the cold, then swims down to it. He has Darkvision, and 3 minutes of breath-holding available to him.
The gnome ties the free end of the rope around his waist, and drops down into the darkness. Swimming out from underneath AGGE, he sees the boulder-sized pebble up ahead, with a redglow emanating from behind it. Kicking and paddling, ZIthers crosses the gap, and comes to rest on the squishy pond-bottom beside the stone. As he goes around the back, the source of the light is not immediately evident. When he approaches closely, he can see that there is an almost-invisible shard of glass leaning against the backside of the stone. The crimsonlight seems to come from the glass, but more like a reflection than from the glass itself. As the warlock examines the shard more closely, he suddenly realizes that it is a submerged piece of a broken mirror, and that when he looks at it from the right angle, he can see the wishstone he seeks in the reflection of the mirror. Turning around quickly, however, he does not see his goal. Looking back at the glass, it is clearly there, but there is no sign of it in the space around him.
(You have used 4 rounds, you have 26 rounds of air remaining)
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(due to my exceptionally poor rolls as of late, some help may be required)
After Zithers pushes the button, a magic mouth appears on the inside wall of the contraption. You hear Amos' voice say, "So, ye want to take a swim, eh? Roll 'er until all four wheels are in the water, then push the button three times quickly."
Zithers drives AGGE forward into the water's edge. When the "fish" button is pushed three more times, the wheels retract, to be replaced with cylinders of wood slats (think miniature versions of the wheel at the back of a river steamboat). From the rear of the vehicle, a panel slides aside and what looks like a metal flower on a stem extrudes from AGGE's hindquarters and begins to spin rapidly. A transparent material slides up to cover the opening at the front. A hollow metal tube telescopes upward from the roof of AGGE approximately 15 feet, and a valve on the inside of the vehicle can be opened to let air flow up and down the tube.
Everyone climbs into AGGE, and you seal the door shut. Pushing the rudder forward, your automated wagon slowly rolls forward, the waterline gradually rising on the sides of the vehicle, until you are completely submerged in the dark water. When your darkvision adjusts, you inspect the inside of your vehicle for leaks, and find none. Fresh air seems to be flowing in from the tube. There is also a circular hatch that no one had really noticed before in the floor towards the rear. As long as she is moving, her paddle-wheels keep her a few feet off the bottom of the pond.
Looking ahead through the front window, you are fascinated to see the sunlight filtering down from the water's surface, making the water transparent and colorless at the top, but as the light descends, it fades through shades of turquoise, then deep blue-green.
There are shadowy shapes moving perpindicular to your path in the distance, which appear to be fish. It is difficult to tell how large they are from your perspective.
The pond is roughly circular, with the pedestal island in the middle. From your current position you can advance towards the middle, or travel clockwise around the pond, or counterclockwise.
Zensiro marvels at the view under the water, particularly of the fish, which he has never seen quite like this. It's enough to take his mind off the fact that he's submerged in what could easily become a rusty tomb of horrors if things go terribly wrong. Remembering that they're supposed to be helping Zithers search, he tries to focus his attention on that. "Steady as she goes, Zithers! Seems like you're a natural."
Perception 15
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Cerlinde is so excited about the submarine journey she can hardly contain her wonder. Pulling out a fresh parchment, she carefully starts mapping the pond with her curious floating quill of many colors, taking note of features to ensure a thorough search - not missing anything, but not covering the same ground twice as they circle clockwise. 26 or passive 17 investigation.
”what an incredible device this machine is! Truly magnificent. Just imagine what one could do with a larger one of these in the world of the big..” she exclaims.
(BTW I absolutely love the graphics and pictures Rob. Thanks all for putting up with my slower posting frequency. Job and relocation excitement in the real world. Still really enjoying this unique adventure!)
"Go for it Zithers. I forgot about the 'fish' button that Aggie has. Oh yeah, I've started calling it Aggie. I used to know a contortionist/fire dancer named Aggie" Malichi says, also looking to see what he can spot in the water
Perception: 13
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Zithers would like to travel towards the middle first to get a good view of everything. "Alright, if anyone sees some particularly strange rocks lemme know, we'll advance to the middle first to get a clear view all around." (If a fish happens to attack, are there any apparent options for attack inside Aggie?)
16 Perception to look for "strange" rocks
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
As AGGE chugs around the pond, Dyumi and Cerlinde almost simultaneously cry out "Stop!". Both spotted a red glow coming from behind a large stone resting on the bottom near the base of the island. Your vehicle cannot quite maneuver in such a way as to see what is behind the stone. Someone will have to exit to check the source of the light.
Examining the interior of AGGE more closely, Amelia is reasonably certain that if the valve in the air tube is closed, then the hatch in the floor can be opened safely without flooding the vehicle. Of course, the air valve can only remain closed for so long before all the oxygen is used up...
Underwater rules:
Holding your breath can last 1+Con modifier in minutes (not rounds). When you can’t hold your breath anymore, you begin to suffocate. Suffocating means you drop to zero hitpoints and begin dying if you don’t reach air in a number of rounds (not minutes) equal to your Con modifier (minimum one round). This happens at the start of your next turn after you run out of rounds.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Underwater spell attacks roll as normal without disadvantage. Only weapon attacks get disadvantage.
If you want to cast a spell underwater that requires verbal components, you can do that. Doing so means you’ll stop holding your breath and start suffocating. In D&D 5e, suffocating means you die in a number of rounds equal to your Constitution modifier. It’s extremely risky to cast a spell in this way and begin suffocating (source: Jeremy Crawford tweet). Casting Water Breathing will allow you to freely cast spells with verbal components underwater without suffocating.
First Zithers would like to try to fish around with mage hand, and see if he can grab it from there. If that doesn't work, he scratches his head for a moment. "...anyone got any rope? I have a feeling it might be helpful to get a little extra help only having 3 minutes to make it down to the stone and back up."
Amelia nods and starts rummaging through her satchel, pulling out a length of rope. "Here. Is that enough?" (50 feet)
AGGE's hatch is about 30 feet from the stone. The randomly groping mage hand does not acquire anything.
“I have rope as well” Cerlinde offers. “I’m afraid I don’t have any spells to help with this, except what you’ve tried. Someone may need to swim for it. But we can get closer..”
"If we drive closer, I'll be happy to volunteer as Diver."
Life is very busy unfortunately, gone from most Pbp's indefinitely.
If you'd like to contact me, I am on Discord at GreatAxeblade#7595, always happy to chat :)
Homebrew races: ~Otterfolk! Play as a otter!~ Playable Dryad! (Literally just the monster sheet ported to player race)
Sauce Archpriest!- Join the Supreme Court of Sauces! Join the Cult of Cults! EXTENDED SIGNATURE Tooltips
Finagling with the controls, you are able to scoot AGGE perhaps 5 feet closer, but the stone is up against the base of the island, where the bottom of the pond rises in a steep slope towards the surface. So, still about 25 feet from hatch to stone.
“Well- hold on to one end of the rope and swim down for it” Cerlinde says. “Unless we have a better idea..”
"yeah, my plans are usually too complex, but essentially i was just planning to dive down there.
Is this close enough? I'll happily dive down there myself if you don't want to, but if youre up for it we can anchor the rope up here as a lifeline in case things go wrong."
Zithers then proceeds to do just that, looking for a sturdy place to tie the rope for either one of the divers.
Near the rear hatch in the floor of your submarine, you find several metal rings securely attached to the interior wall. One of you ties a complicated knot (roll Sleight of Hand or Survival, your choice) and gives it a few tugs to test its security.
Then somebody closes the top valve, opens the hatch, and lowers themself into the chilly water. Taking a big gulp of air, you move out from under the vessel, and swim toward the rock. It will take one round to get there (unless you have some innate or magical swimming ability) and one round to return (or be reeled in). Unless you have telepathy, communication will be limited with those that remain in AGGE, mainly just tugs on the rope. Darkvision will be required to see properly. Once it is decided who the swimmer is, I will provide more detail.
(I'll go) (Survival 17)
Before he lowers down Zithers turns to the group and says "One tug for I found it, two tugs for pull me back, and three tugs for pull me back like your life depends on it, because mine does." Zithers then jumps into the freezing water, regrets his decision for a moment in the cold, then swims down to it. He has Darkvision, and 3 minutes of breath-holding available to him.
The gnome ties the free end of the rope around his waist, and drops down into the darkness. Swimming out from underneath AGGE, he sees the boulder-sized pebble up ahead, with a red glow emanating from behind it. Kicking and paddling, ZIthers crosses the gap, and comes to rest on the squishy pond-bottom beside the stone. As he goes around the back, the source of the light is not immediately evident. When he approaches closely, he can see that there is an almost-invisible shard of glass leaning against the backside of the stone. The crimson light seems to come from the glass, but more like a reflection than from the glass itself. As the warlock examines the shard more closely, he suddenly realizes that it is a submerged piece of a broken mirror, and that when he looks at it from the right angle, he can see the wishstone he seeks in the reflection of the mirror. Turning around quickly, however, he does not see his goal. Looking back at the glass, it is clearly there, but there is no sign of it in the space around him.
(You have used 4 rounds, you have 26 rounds of air remaining)