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the wood runs with fresh sap when damaged. The ship   SCREAMING SAI LS
             gains a +2 bonus to all Constitution checks or saving   Woven from the energy of  captured wraiths and bound
              throws. As long as the ship has at least 1 hit point, it re-  with the spirit of  a banshee, these sails groan mourn-
             gains 10 hit points every minute.                 fully when they catch the wind. As an action. while
                                                               within 5 feet of  the sails, the ship's captain can cause
              REINFORCED HULL                                   the sails to unleash a howl. Every creature hostile to the
              A master shipwright can use superior materials and   ship who is on board or within 300 feet of  it must suc-
             clever design to make a ship's hull more resilient. Such   ceed on a DC 14 Wisdom saving throw, or the creature
              reinforcement doubles the hull's hit point maximum.
                                                               takes 4d6 psychic damage and is then frightened for 1
                                                               minute. Once this ability has been used, it can't be used
             VIGILANT WATCH
                                                               again until 2d6 hours have passed.
             A row of  crystal orbs. each filled with viscous liquid
              and a beholder's eyeball, is mounted along this ship's   SCYTHI NG  OARS
              hull. Invisible creatures are visible while on the ship or   Sharpened. magically reinforced oars make a vessel
              within 120 feet of  it.                          dangerous to approach. When the ship takes an action
                                                                that moves it  with these oars, any creature or object in
              MOVEMENT  U PGRADES
                                                                the water within 10 feet of  it at any point of  the move
              Each movement upgrade applies 10 a specific movement   must make a DC 10 Dexterity saving throw, taking 2d6
              type. A component can gain the benefits of  one upgrade.   slashing damage on a failed save or half  as much dam-
                                                               age on a successfu  I one.
              CLOCKWORK  OARS
              Using a combination of  magic and clockwork, the oars   W EAPON  UPGRADES
              on this ship require only one crew member to use them,
                                                               The following upgrades can apply to any weapon
              pushing the button or lever that activates them.
                                                                mounted aboard a ship. A component can gain the
                                                                benefits of  one upgrade, or two upgrades if  one of  the
              EVER-FULL SAILS
                                                                upgrades is Arcane Artillery.
              These billowing sails are woven from cloud-stuff  drawn
              from the Elemental Plane of  Air. Wind whips and whis-
                                                               ARCANE ARTILLERY
              tles around them, allowing a ship to move with a speed
                                                                Using methods similar to those used to produce magic
              of 60 feet regardless of  direction relative to the wind.
                                                                weapons, a skilled spellcaster imbues a ship's weapon
                                                                with destructive energy. This weapon gains a +2 bonus
              D EFIANT SAI LS
                                                                to its attack and damage rolls, and its attacks count
              These sails glitter with a fine coat of  mithral treated
                                                                as magical.
              with abjuration magic. While the sails are unfurled.
              ranged weapon attacks made against the ship and any-
                                                                CONCUSSIVE ROUNDS
              one aboard it are made with disadvantage, as a result of
                                                                Enhanced by abjuration magic. this weapon's attacks
              the sails' protective magic. This drawback doesn't apply
                                                                burst with raucous noise capable of  momentarily dis-
              if  the attacker is aboard the ship.
                                                                tracting and disorienting enemy crews. If  this weapon
                                                                hits a vehicle's hull, that vehicle's speed decreases by
              DRAGON SAILS
                                                                2d  l 0 feet until the start of  the attacker's next turn.
              Dragon scales woven into these sails make them more
              resistant to damage. The sails gain a +3 bonus to AC.
                                                                EXPLOSIVE R OUNDS
              and they have resistance to a damage type based on
                                                                Drawing on powerful evocation magic, this weapon's
              the type of  scales used to craft them, as shown on the
                                                                attacks are imbued with unstable energy that explodes
              Dragon Sails table.
                                                                in a fiery blast. When this weapon hits. it deals an extra
                                                                2d6 fire damage.
              DRAGON  SAILS
               Dragon Type   Damage Type                        GRASPING ROUNDS
               Black       Acid                                 This weapon creates spectral chains that trail after its
                                                                shots, restraining enemy vessels in their grasp. When
               Blue        Lightning
                                                                this weapon hits a ship, that vehicle must succeed on a
               Brass       Fire
                                                                DC 14 Strength saving throw or it can't move away from
               Bronze      Lightning
                                                                the attacker. As an action. the attacking ship can end
               Copper      Acid
                                                                this effect, and the target can end it by taking an action
               Gold        Fire
                                                                and succeeding on a DC 14 Strength check.
               Green       Acid
               Red         Fire                                 FIGUREHEAD  U PGRADES
              Silver       Cold
                                                                While figureheads are usually purely decorative. they
              White        Cold
                                                                might be magically treated to produce extraordinary ef-
                                                                fects. A ship can receive one figurehead upgrade.
                                                                                \l'l'l!\l lllX  \   OF  '-HIPS  \:-II>  I !IE  '\E \
                                                                                                                   I  17
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