Page 205 - ghosts-of-saltmarsh
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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.

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