This ship is built entirely from the bones of various sea creatures, and falls in unnoticed with the ghost ships (mechanically this is represented by the fact that, while on board, all creatures gain the undead type). The ghost ships have sent more than a few crews to a watery crave. When this comes to sailing haunted waters, most sailors would balk at the idea. The captain isn't fond of authority, but he follows the money, and follows through when his services are purchased. The Merrow's Marrow is the ship of a small band of mercenaries. The Doctor - Jewel of the Mountain (Jewel) The Weapons Master - Wild Thunder (Thunder) The Captain - Wonder of the World (Wonder) Here's one I've been working on for my homebrew campaign!!! He’s on the run from some bad people and can’t afford to be in one place for too long. He might grind Jim’s gears, but he sees the value of not having to make port as often.Įngineer: Cormik, a disgruntled rock gnome who actually works for free. A flying ship affords the best opportunity to get around, and Jim can’t complain about his pinpoint accuracy with a bow.Ĭook: Herb, a rather talkative human who has a talent for growing his own food. But he is on a journey for something, he doesn’t know what exactly, but he’ll know when he finds it. When it comes to divvying shares, the knife-ears always has a reason to have his cut. Watch Leader: Caeldor, a Half-Elf who barely tolerates Jim, and Jim barely tolerated him back. His reputation for leaving a person in more pieces than when he found said person is alone enough to keep the crew in line. Probably more than Jim enjoys Barrus’ ability to get him out of said trouble. ![]() Barrus enjoys Jim’s habit of getting into trouble. Jim mostly just wanted a paladin with mailable morals as added muscle to the crew.īosun: Barrus, a hulking human barbarian from the raven tribe. The artifact happens to be in Jim’s possession, and he cleverly convinced Rolph that as long as it is on his ship it is safe. Quartermaster: Rolph Blackwell, an Aasmir charged with protecting a valuable artifact. ![]() He is steadfastly loyal to Jim and makes sure to mediate any crew disputes. He sails sea and sky in hopes of one day redeeming himself in the eyes of his people. People know this about Jim, but they will still almost always fall victim to his silver tongue.įirst Mate: Gkutz, a Goliath servant of Valkur. These medallions trigger the same radiant AOE effect if damaged.Captain: James Arbright, a Human swashbuckling scoundrel who has no fear of robbing friend or foe as long as he knows he will come out on top. ![]() A DC 15 investigation or perception check when searching the rubble reveals 1d12 iron moon-shaped medallions strewn throughout the wreckage. If inn’s construction is interrupted during the initial storm (by a DC15 casting of Dispel Magic, the total destruction of the tree, or particularly creative mechanisms the GM thinks merit it), it dies out instantly and whatever has accumulated collapses into scrap wood. ![]() Party members within the inn find themselves on the ground where the Inn originally appeared, and any equipment not on their persons is lost to the Inn they must find its new location and trigger the ward again to retrieve it. If more than four runes are damaged, the spirits housed in the Inn escape and the inn collapses into a pile of rubble (see below).Īt sunrise the next morning, The Inn of the Moon disappears and moves to another tree within one mile. Defacing or removing a rune deals 2d8 radiant damage to any creature in a five foot radius, halved if they make a DC15 WIS save. They've been here for decades or centuries they've had time to develop in-jokes, secrets, and rivalries amongst themselves.Įvery beam of the structure has moon-shaped iron runes set into the wood each one is warded, and the Inn’s residents are unable to touch them without experiencing unbearable pain. Some may try to kill the PCs without other residents seeing the act others may try to keep them safe others may try to trick or convince the PCs into destroying the Inn’s wards (see below) and still others may want to keep the Inn safe. The Inn’s inhabitants vary in alignment, age, motivation, etc: most are evildoers trapped here by adventurers, but several are innocents unlucky enough to find the Inn and die in it. If a living NPC or PC dies inside the Inn, their spirit is trapped unless the Inn is destroyed (see below). All are trapped spirits, and the Inn serves as a prison where they may enter but not leave it has existed for hundreds of years and none of the inhabitants, even the staff, know how it first came to be. The Inn is inhabited by a motley crew of several dozen guests, a cook and bartender, and three servants they seem undisturbed by the Inn's sudden arrival and will greet the adventurers if seen.
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