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KRAKEN's  GRAVE                                   ABJU RATION
                                                                A storm infused with abjuration magic repels ships, as if
              When krakens die, their bodies often rot on the seaftoor.
                                                                protecting something in the sea. Right before the storm
              lo such cases. the ground absorbs the decaying kraken·s
                                                                ends, a ship within it is teleported Sd20 miles in a ran-
              supernatural energy, marking the area with a dark stain
                                                                dom direction.
              in the shape of the kraken's body. This stain is called a
              kraken's grave.                                   CONJ URATION
               When a creature moves within 30 feel of  a kraken's   When conjuration magic churns within a storm·s heart,
              grave or starts its turn there. that creature must succeed   creatures of wind and rain emerge from  distant realms
              on a DC 14 Dexterity (Stealth) check or it disturbs the   to attack anything they encounter. The ship encounters
              grave. lf  a creature disturbs the grave, a tendril made   ld3 hostile air elementals.
              of lightning stretches from the ground and attacks the
              creature with a +7 bonus to hit. On a hit. the target takes   DIVINATION
              10 (3d6) lightning damage. and it must succeed on a DC   When divination magic seeps into a storm. howling
              14 Constitution saving throw or become blinded for the   winds and residual whispers temporarily scramble the
              next 2d4 hours.                                   knowledge of  a ship's crew; for  ld3 days, the ship's crew
                                                                suffers disadvantage on all quality checks.
              LURE LIGHTS
                                                                ENC HANTMENT
              When aboleths die, their souls sometimes gather in clus-
                                                                Storms infused with enchantment magic disarm a crea-
              ters called lure lights. These 100-foot-diameter collec-
                                                                ture's sense of danger, enthralling mariners and causing
              tions of pale, yellow lights arc found in the deep ocean
                                                                them to speed into danger. During the storm, any checks
              below depths of 1,000 feet. They glow with bright light
                                                                made to resolve hazards or manage the ship are made
              in a 100-foot radius and dim light for another 100 feet.
                                                                with disadvantage.
               Any creature that can see the lure lights must succeed
              on a DC 14 Wisdom saving throw or be charmed by the
                                                                EVOCATION
              lights for 24 hours or until the lights are desrroyed. A
                                                                These ferocious st0rms are wracked with thunderbolts,
              creature that succeeds on the saving throw is immune
                                                                driving sheets of  acid rain, exploding meteors, and other
              to the effect of the lure lights for 24 hours.
                                                                dangers. After each day of the storm, every component
                While charmed by the lights. a creature can't willingly
                                                                aboard the ship takes JdlO fire. ldlO acid. and ldlO
              move out of line of  sight of them and defends them to the
                                                                lightning damage. In addition, roll a d20 and add the
              death. If  forcibly moved away from the lights, the crea-
                                                                crew's quality. On a 10 or less, the crew's quality de-
              ture tries to find  its way back to them. The creature can't
                                                                creases by l, and ld6 members of the crew are killed.
              take a short or long rest while under this effect. After 24
              hours. the charmed creature gains one level of exhaus-
                                                                ILLUSION
              tion and must repeat the saving throw if it is within line   A storm brimming with illusions poses little direct harm
              of sight of the lights. ending the effect on itself on a suc-
                                                                to a ship, but experienced navigators know it poses an
              cess. If the lights aren·t within line of  sight at this time.   insidious threat. During the storm, the ship travels in a
              the creature succeeds automatically.              random direction that isn't its intended course.
                Each cluster of lure lights has AC 17, 100 hit points.
              and immunity to necrotic and poison damage.       NECROMANCY
                                                                Ghosts howl and whirl in this storm's wind, while the re-
              MAGICAL STORMS                                    mains of long-dead mariners stir in their watery graves.
              Even worse than the threat of storms is the menace   During the storm, ld4 specters, 2d4 ghouls, and 4d6
              of weather imbued with magic. When a ship enters a   zombies emerge from the waves to attack the ship.
              storm, roll a d20. On a 20, the storm churns with magi-
                                                                TRANSMUTATION
              cal energy. Pick or randomly determine the type of mag-
                                                                These violently unpredictable storms cause the waves to
              ical energy brimming within the storm, consulting the
                                                                warp and twist. The storm transforms the water around
              Magical Storm Type table.
                                                                the ship into an amalgamation of ice, stone. and stranger
                                                                materials, making travel difficult and damaging the ship.
              MAGICAL STORM  TYPE
                                                                The ship's hull takes 4dJO bludgeoning damage, and the
                 d8   Magic                                     ship's speed decreases by half during the storm.
                      Abjuration
                 2    Conjuration                               SANDBARS
                 3    Divination
                                                                Waves and currents deposit sand in shallow water near
                 4    Enchantment                               the shoreline. These sandbars form a line that can be
                 5    Evocation                                 between 10 feet and 3 miles in length and width. During
                 6    Illusion                                  high tide. sandbars are below the ocean's surface, while
                 7    Necromancy                                they peek above the water during low tide.
                 8    Transmutation
                                                                                 \l'l'l Nl)IX  "I Of Sill!'!\ A).;t>  Tit!  'HA
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