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PRESSURE AND TEMPERATURE MIST OBFUSCATION
Water pressure, or the weight of water on top of a crea- Thickness Heavily Obscured Distance
ture or object, increases with depth. Conversely, tem- Light 30 ft.
perature decreases as depth increases. The pressure Moderate 20 ft.
and temperature's effects on creatures without a swim-
ming speed at depths below 100 feet can be found in Heavy 10 ft.
the "Unusual Environments" section in chapter 5 of the Very heavy Sft.
Dungeon Master's Guide.
GHOSTfOG
OPTIONAL RULE: PRESSURE AND OBJECTS Ghost fog contains the souls of murder victims whose
With this optional rule, characters who dive deep in bodies were thrown into the sea. A DC 15 Intelligence
the ocean require specialized equipment that can with- (Arcana) check reveals that this mist is ghost fog.
stand the ocean's pressure. Nonmagical objects not The souls of the dead want the living to join them. Ev-
made to withstand the water pressure are destroyed ery hour a ship is immersed in ghost fog, roll any die. On
at various depths, as determined by the material used an even number, 2d4 hostile specters appear and attack
to create them. This destructive depth is presented for those on the ship. If a humanoid creature dies in ghost
various materials on the Objects and Water Pressure fog, its spirit rises as a specter that is hostile toward all
table. Objects made of other materials break at the DM's creatures that aren't undead.
cliscretion. All non-undead creatures immersed in ghost fog are
vulnerable to necrotic damage.
OBJECTS AND WATER PRESSURE
SHADOWFELL Foe
Material Destructive Depth
Shadowfell fog seeps into the Material Plane at thin
Glass. crystal, ice 100 ft. points in the boundary between the two planes. A DC
Wood, bone 500 ft. 15 Intelligence (Arcana) check reveals that this mist is
Stone 1,000 ft. Shadowfell fog.
Iron, steel l ,SOO ft. When a vessel travels through this oppressive,
Mithra! 2,000 ft. shadow-haunted miasma, its crew and passengers feel
Adamantine 2,500 ft. despair. Each hour a vessel is immersed in the fog, the
crew must make a quality score check by rolling a d20
ELDRITCH MIST and adding their quality score to the number. The DC
for this check is 10 +the number of hours the ship has
While natural fog on the ocean can be a nuisance to been immersed in the ShadowfeU fog. If the crew fails
ship crews, eldritch mist strikes fear into sailors every- this check, their quality score decreases by 1 while
where. These rare, mysterious mists are almost indis- within the Shadowfell fog and for 1 day afterward.
tinguishable from the naturally occurring variety until
it's too late. WILD MAGIC FOG
If a ship encounters eldritch mist. choose a type or roll Few know the origins of wild magic fog, with some
for one on the Eldritch Mist Types table. claiming it is the creation of capricious gods while oth-
ers believe it is the result of magical experimentation
ELDRITCH MIST TYPES gone wrong. A DC 15 Intelligence (Arcana) check re-
d6 Mist Type veals that this mist is wild magic fog.
Whenever a creature in wild magic fog casts a spell of
1- 2 Ghost Fog
1st level or higher. roll on the Wild Magic Surge table in
3- 4 Shadowfell Fog
chapter 3, "Classes," of the Player's Handbook to create
5-6 Wild Magic Fog
a magical effect.
MIST THICKNESS
KELP FORESTS
Mist lightly obscures the area it fills. Depending on its
density, it heavily obscures an area beyond a certain Kelp grows in dense forests across the ocean floor. Most
forests are found within depths of less than 100 feet
distance from creatures within. Use the Mist Thickness
near the shoreline, and range from 10 feet to over 100
table to determine a mist's thickness at random. The
miles in length and width. The kelp grows in vines up to
Mist Obfuscation table notes how far a creature in mist
175 feet in length.
can see before the area beyond is heavily obscured.
Kelp roots are shallow, and a whole forest can be up-
rooted by a strong storm. But it grows at a rapid pace,
MIST THICKNESS
sometimes as much as 18 inches a day, meaning that a
dlO Thickness
kelp forest can spring up quickly. Such forests can hide
1-3 Light thousands of small fish and other prey animals, which
4- 7 Moderate attract predators. The forest is so dense that anything
8- 9 Heavy within it is heavily obscured to an observer more than
10 Very Heavy 10 feet away, and the whole area is difficult terrain.
.~PPE'\ilJIX .\ 01 :>lllPS \"ill TIH ~i \
20!

