Lore: In the liminal space between the vibrant, chaotic beauty of the Feywild and the somber, encroaching gloom of the Shadowfell, a peculiar vessel charts a course across both land and water. Aboard this ship are four travelers, their journey perhaps not of their own choosing, but rather a relentless odyssey born from a potent curse, echoing the timeless legend of the Flying Dutchman. This mystical affliction binds them to an endless traversal of these two opposing planes, forcing them to witness both the ethereal wonders and the chilling horrors that lie along their shared, shifting border. Their destination, if any, remains a mystery, known only to the arcane forces that propel their extraordinary plight.
Their mode of transport is as extraordinary as their predicament: an extremely large Folding Boat. This isn't merely a trick of engineering; it's a magical marvel. When compact, it's a sleek, manageable craft, yet with a command, it unfurls with a grand, theatrical flourish, expanding to an enormous size. This dramatic transformation is more than just an increase in scale; it acts as a magical beacon, a summons that calls forth an eccentric crew from places unknown. These summoned sailors, as unique and varied as the planes themselves, appear as if from thin air, ready to man the ship and aid in its impossible voyage, vanishing just as mysteriously when the vessel is commanded to fold once more.
Mechanics
The Raven “Old Mary” - Shadar-Kai Shadow Dancer, “spiked chain” has a 30 ft. range, Decay/Grapple/Topple are re-skinned to be manifestations of ravens and raven body parts
The Guitar “Hustle & Cuss” - Hobgoblin Warlord - fey gift. Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone.
Cacophony (Recharge 4–6). 60ft range. Each creature in a 15-foot cube from a point the bard chooses must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 18 (4d8) psychic damage and has disadvantage on all attack rolls until the start of the bard’s next turn. On a successful save, a creature takes half as much damage and does not have disadvantage.
Barely Resistible Dance (Danse Macabre) - wisdom saving throw or be restrained to dance like no one’s watching.
The Antelope “Blue Blood Bruiser” -
Winter Eladrin - Cold immunity, resist regular dmg
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, plus 13 (3d8) cold damage.
Bonus Actions
Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 15 Constitution saving throw or take 11 (2d10) cold damage.
The Mask “Jawbreaker” - Resist normal dmg. Str 22
Crushing Bite (Omnom). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is restrained (escape DC 15 if it is a Large or smaller creature. Until the restrain condition ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can only make a single slam attack while grappling a creature in this way.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Mechanical Stuff:
https://www.dndbeyond.com/sources/motm/bestiary#Bard
https://www.dndbeyond.com/monsters/5195078-hobgoblin-warlord
https://www.dndbeyond.com/monsters/2560738-bheur-hag
https://www.dndbeyond.com/monsters/2560961-winter-eladrin
https://www.dndbeyond.com/monsters/2560910-shadar-kai-shadow-dancer
Pertinent Links:
Lyrics: https://genius.com/albums/The-dead-weather/Sea-of-cowards
Wikipedia: https://en.wikipedia.org/wiki/Sea_of_Cowards
Listen:
Shout Out: Simply put, if you love TTRPGs you need to watch Zardoz, and if you already have then you need to watch it again. To give you a taste of the sci fi glory that is Zardoz here is the original trailer.