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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
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