Page 95 - ghosts-of-saltmarsh
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THRASHING TENTAC LES                                The character with the higher initiative does not move
          The octopus batters the ship, trying to smash boles and   on their turn and uses an action to assist the other car-
           tearing away at any creatures it touches. The tentacles   rier. On the second character"s turn. both characters
          strike quickly, spearing through sides of  the ship. Only   can move the box a distance equal to the lower of  their
          luck can save the characters from being hit by them.   two speeds.
            At the start of each character's turn, that player makes   If  the two carriers are ever separated by more than S
          a DC 10 Dexterity saving throw. On a failed save, that   feet, or if  one or both are knocked prone, both of them
          character takes 7 (2d6) bludgeoning damage from the   drop the box. The size of the box prevents more than
          tentacles' frantic thrashing.                     two characters from trying to carry it at the same time.
            This effect also applies to the monsters aboard the
          ship. To keep things simple, rather than roll saving   SEQUENCE  OF EVENTS
           throws for them assume they take 3 (ld6) bludgeoning   Following is a round-by-round summary of  how events
           damage at the start of  their turns.              progress as the octopus brings down the ship.

          ATTACKING TH E  O CTOPUS                           R OUN D  l
          A character can attempt to drive off the octopus by   The octopus begins its attack, wrapping itself  around
          dealing damage to it  A character can use an action to   the ship and flailing away at the creatures inside with its
           make a ranged attack or melee attack, or to cast a spell.   tentacles, as described above in "Thrashing Tentacles.''
          Assume that any attack rolls hit but arc not critical hits,
          and disregard any effect of the attack or spell for this   R OU ND 2
           purpose other than the damage it deals.          The octopus's weight and writing tentacles cause the
            If  the total damage from all the attacks or spells used   ship to list 30 degrees to port. At the start of  this round,
          on the character's turn is 20 or higher, the octopus is   every character must make a DC 10 Dexterity saving
           momentarily slowed: each character docs not need to   throw. falling prone and sliding 10 feet toward the port
           make saving throws against the thrashing of  the tenta-  side on a failed save. Creatures climbing on the walls or
           cles until the end of  that character"s next turn.   ceiling do not need to make this saving throw.
                                                              From this time on, a character who falls prone slides
           0TH ER MONSTERS                                   10 feet toward the port side.
           If  the characters left any of the monsters aboard the ship
           alive, those creatures try to escape the Emperor before   ROUN D 3
           it goes under. Krell and the ettcrcaps are intelligent   As the octopus crushes the ship, water pours through
           enough to seek safety. They rush to the top deck and   the hull and fills area 12. Monsters found in areas 4
          jump into the water; then, once the rowboat arrives. they   through 11 have fled to area I by this time. unless
           try to seize it and flee.                         stopped by the characters. If  engaged in combat. they
            The maw demons in area 6 break free on round 2 and   attempt lo disengage and nee.
           rush to the upper deck. They attack other creatures in-  Any surviving ghasts in area 12 move to area 1. Unlike
           discriminately, caring only about spreading chaos. Each   the other creatures aboard the ship, they stop to fight
           one assaults the closest creature that is not a demon.   any characters they encounter but ignore spiders. Krell,
            The vermin aboard ship flee to the upper decks. reach-  and other creatures found aboard the ship.
           ing area 1 by round 3. They attack the characters on   Monsters in area 1 attempt to avoid the seawater. In
           sight and fight to the death.                     their frenzy, they attack any characters who emerge
                                                             from below. If  Krell is present, he spots the rowboat
           MOVING AUBRECK'S TREASURE                         heading for the ship and attempts to seize it once it  ar-
                                                             rives. He tries to swim beneath it, hide, and then emerge
           The metal treasure box is bulky and hard to handle.
           Once the elder octopus attacks, and the ship is pitching   to ambush the sailors aboard it.
           and flooding, the box becomes difficult to move.   ROUND 4
            One or two characters can try to carry the box. A   Even if  the characters have not yet signaled for the row-
           character can use an action to pick up the box or pass   boat to pick them up, the sailors start rowing toward the
           it to someone else with a successful DC 12 Strength   ship to stage a rescue. The rowboat approaches on the
           (Athletics) check. On a failed check, the character   starboard side of  the ship, hoping to avoid the monsters
           drops the box.                                    that have gathered in area 1.
            How fast someone moves with the box is based on
           their Strength score, as shown on the table below.   R OUN D  5
            If  two characters carry the box. the total of  their   Areas 4 through 11  fill with water as the ship begins to
           Strength scores determines how fast they can move.   slide under the waves. The port side of  area 1 is level
                                                             with the water. while the tilted deck keeps the starboard
           Strength (Total)       Speed Penalty
                                                             edge l 0 feet above it.
           18 or higher           -10 ft.
           12 to 17               - 20 ft.                   ROUNDS 6 T HROUGH  13
           8 to 11                -30 ft.                    Starting on round 6. the waves begin to break over the
           7 or lower             Cannot move the box        ship. The port half  of  area  I  is 3 feet below water, while
                                                             the starboard edge remains 5 feet above it.


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