The Zephyr of the Soul Shepherds.
Crew Quarters
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Virtus Tenebris (The Captain’s Quarters): These quarters are a study in martial discipline and pedigreed legacy. The room features a built-in workout gym, a dedicated armor stand for her Tenebris-crested plate, and a large forge for forging weapons and armor. Her father’s Holy Chest sits at the foot of her bunk, a constant reminder of her mission to find Sir Amiel and Paradise.
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Whimsical: This is the “Mombarian’s” room. It is the physically coldest room on the ship (but aesthetically the warmest). It smells of spices which remind you of home, arranged in a way that reminds you of fights with your guardians. The walls are adorned with colorful drawings which appear to be drawn by children. There is a custom cooking station where she has installed a small, custom spice rack and a sturdy hook for her oversized cast-iron pan weapon. Her room has a stable for Axe Beak.
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Diallos: Designed for tranquility; Diallos’ quarters are sparsely furnished with meditation mats and fresh moist wood. A workbench is cluttered with wood-shaving tools and half-finished Totems. The ceiling is painted with an accurate map of the stars as seen from the day of his “hatching”. There is an exit to the balcony where his Hawk Eden nests. Scrolls on the Titans are meticulously organized in cabinets, and some fresh herbs are present for Herblore.
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Finley: This room feels more like a greenhouse than a cabin, filled with vibrant sky-flora that hums with Natu’s latent energy. A small pouch of ever-fresh dirt from his lost home is kept on a cedar pedestal. The Staff of the Seasons, housing the soul of Archdruid Elowen, rests in a living-wood rack that grows directly from the floor. Branches originate from here and strengthen the hull of the ship.
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Silas Clemens: A blend of gothic nobility and esoteric clutter, Silas’s quarters are often kept dim and damp. Vials of his friends’ blood are kept in a locked, velvet-lined case for “safekeeping” and tracking. After his recent trials, he has removed all mirrors from his sight, replacing them with occult tomes on soul-binding. Random stashes of booze lie around the room, along with lots of books. He has mannequins to project souls onto so that he can speak to them one on one.
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Bartholomew: His quarters resemble Emerald’s Rest crystalline forest, Bart’s hometown. He has a wardrobe of fine silks and costumes. A drum set and several lutes are scattered about for his performances with the new Kobold crew. His Blade of Clorox, carved from a dragon’s tooth, is displayed prominently above his bed. Holy texts on the Goddess of Nature lie around his bedroom, half opened.
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Thirteen: A barebones room / Janitor’s closet with a covered mirror.
Crew Members
Ship Foundation & Parts**
Large Zephyr
Fuel: 1 Hexadec Gem minimum of 8
charges (of 27) to start
8 Base Speed Points + 12 Speed Points + (3 Speed Points conditional on Spiritual Fuel Thrust)
Hull: Tree Root Hull
- Type: Part | Slot: Hull | Rarity: Very Rare | Cost: 17,775 GP
- Augments: +2 Constitution | Armor Class: 13 | Threshold: 60
- Ability: Regeneration. The Zephyr regains 20 Hit Points every hour. If it takes fire damage, this ability does not function for that hour.
- Action: None.
Engine: Soul Siphon Engine
- Type: Station | Slot: Engine | Rarity: Rare | Cost: 6,660 GP
- Augments: +2 Strength, +50 Hit Points | Armor Class: 20 | Threshold: 18
- Ability: Soul Absorption. When a sentient creature dies within 200 ft. of the Engine, the manning creature may use their reaction to try to seal the dead creature’s soul within the Engine for future use. The manning creature must make a contested Intelligence (Insight) check against the dead creature’s Wisdom saving throw. If the manning creature wins, the soul is sealed. If the dead creature wins, the manning creature takes 10 (3d6) psychic damage as the departing soul berates them. A soul sealed within the machine cannot be resurrected by any means short of a Wish spell.
- Action: Part Abilities. While this Station is manned, the manning creature can take one of the following actions:
- Thrust: You may expend a spell slot to thrust the Zephyr, increasing its Speed Points by 1 Speed Point per spell level. This Thrust lasts until the extra Speed Points are spent during an action at the Helm Station. You can only have one thrust active at a time.
- Spiritual Fuel: You may expend a sealed soul to thrust the Zephyr, increasing its Speed Points by 3 Speed Points. This boost lasts until the extra Speed Points are spent during an action at the Helm Station. You can only have one thrust active at a time.
Helm: Standard Helm
- Type: Station | Slot: Helm | Rarity: Common | Cost: 600 GP
- Augments: None | Armor Class: 12 | Threshold: 25
- Ability: None.
- Action: Station Abilities. While this Station is manned, the manning creature can take the following action:
- Movement: You may spend Speed Points to move the Zephyr.
Propulsion & Control
- Parts: Acceleration Fans in the engine room.
- Type: Part | Slot: Control | Rarity: Uncommon | Cost: 1,175 GP x 2
- Augments: +2 Strength, +3 Speed Points | Armor Class: 12 | Threshold: 40
- Ability: Quickened Design. The Zephyr’s Speed Points increase by +3 Speed Points.
- Action: None.
Lift
- Parts: Acceleration Propellers on the sides of the ship.
- Type: Part | Slot: Lift | Rarity: Uncommon | Cost: 1,175 GP
- Augments: +2 Strength, +2 Speed Points | Armor Class: 12 | Threshold: 40
- Ability: Quickened Design. The Zephyr’s Speed Points increase by +2 Speed Points.
- Action: None.
Solar Sails
- Ability: Wind Dependent. If the wind is Unfavorable, your Zephyr loses 2 Speed Points instead of 1. Quickened Design. The Zephyr’s Speed Points increase by +2 Speed Points.
- Action: None.
- Compromised Condition for Control Parts: Your Zephyr can no longer make any Control Maneuvers until this Part is repaired. Acceleration rules still apply. (This is the same for all Control Parts unless stated otherwise)
Confrontation Stations
- Parts: Two Arcane Cannons on Sides of Ship, controlled through Bridge.
- Type: Station | Slot: Weapon | Rarity: Uncommon | Cost: 500 GP
- Augments: None | Armor Class: 15 | Threshold: 20
- Ability: Complex Design. You use your Intelligence modifier when calculating attacks and damage with this weapon.
- Action: Ranged Weapon Attack. Intelligence modifier +1 to hit, range 200/500 ft., one target. Hit: 20 (8d4) + Intelligence modifier force damage.
Utility Stations
- Medical Bay: These rooms are filled with herbs and concoctions that allow and promote healing. They can also be used in Alchemy checks as a tool.
- Nicer Alchemy Station (750 GP): If used during a long rest, all healing you receive adds 2 additional dice for the next 1d4 days.
- Armory: These rooms are equipped for bolstering Utility Stations. Using them during Downtime will temporarily boost the damage output of your Zephyr’s weapons.
- Nicer Armory (750 GP): If used during a long rest, your Confrontation Station attacks add 2 additional damage.
- Bar: The Bar is a common Utility Station for Zephyrs equipped to journey out on longer voyages. During Downtime, this Station gives you and your Aircrew a place to relax, drink, and settle differences. Always remember, a merry Aircrew is a forgetful and happy Aircrew.
- Fancy Bar (1000 GP): If used during a long rest, you gain a +3 to all Morale Checks for the next 1d4 days. Then make a DC 14 Constitution saving throw. On a success, you also receive +3 to Charisma checks for the duration. On a fail, you gain the poisoned condition until you take a long rest.
+2
- Fancy Bar (1000 GP): If used during a long rest, you gain a +3 to all Morale Checks for the next 1d4 days. Then make a DC 14 Constitution saving throw. On a success, you also receive +3 to Charisma checks for the duration. On a fail, you gain the poisoned condition until you take a long rest.
- Kitchen: After flying through a Storm, a good meal can make all the difference for you and your Aircrew. Replenish you and your Aircrew’s Hit Points through amazing cooking. Whimsical cooks here.
- Fancy Kitchen (1000 GP): If used during a long rest, all creatures gain 3d6 temporary Hit Points for the next 1d4 days.
- Navigation: There are few things worse than being “lost at sky” with nothing but a dwindling Serulinite Power Gem keeping you airborne. Navigation Utility Stations allow you to always be prepared to find your way when you need it most.
- Nicer Navigation (750 GP): If used during a long rest, you gain a +4 to all Survival checks made on the Zephyr for the next 1d4 days.
- Observation: The skies can be filled with thousands of interesting sights. Those sights could be anything from another Zephyr not expecting an ambush, to a deadly creature coming to consume you and your Zephyr. Keep your eyes peeled.
- Nicer Observation (750 GP): If used during a long rest, you gain a +4 to all Perception checks made on the Zephyr for the next 1d4 days.
- Reflection Rooms: There are times in every adventure where heroes need a moment of peace and quiet. Some use this Reflection Room to meditate, pray, or even do some light reading. Reflection Room Stations offer the perfect opportunity to clear the mind for the journey and potential trials ahead.
- Library/Temple of the Gods: If used during a long rest, you gain +4 to all Wisdom and Intelligence checks made on the Zephyr for the next 1d4 days.