Ghosts of Saltmarsh

(Nancy Kaufman) #1

210


GHOST

Ghost ships are incorporeal vessels that carry undead
crews. The crews often died in a grisly manner and have
unfinished business that keeps them tethered to the Ma-
terial Plane. They sometimes serve necromancers. but
more often these crews are beholden to no master.
A ghost ship has the same statistics as a normal ship
of its ship type with the following changes:
The ship has resistance to the following damage
types: acid, fire. lightning, and thunder, as well as
bludgeoning, piercing, and slashing from nonmagi-
cal attacks.


  • The ship is immune to cold, necrotic, poison, and psy-
    chic damage.
    The ship can move through other creatures and ob-
    jects as if they were difficult terrain. It takes 5 (ldlO)
    force damage if it ends its turn inside an object.
    Crew members and officers on good and neutral
    ghost ships are ghosts. On evil ghost ships, the crew
    members are 90 percent sk el etons and zombies (even
    mix of each). JO percent are specter s, and the officers
    are wraith s.


ATTITUDE AND RACE
Each ship's crew and passengers have an attitude that
guides how they interact with the characters. Friendly
ships seek to trade or share news. neutral ones attack if
they feel threatened and otherwise try to avoid contact.
and hostile ones seek to attack and seize the charac-
ters' ship.

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First, roll or choose an attitude on the Ship Attitude
table, then roll on the appropriate table to determine the
nature of the crew. The race chosen or rolled need not
be the only one found on the ship. and you might use
a cable multiple times to make a ship's crew and pas-
sengers more diverse. Feel free to substitute suggested
statistics for other statistics if you feel they make more
sense with the ship's race (for example. substituting
the bandit statistics with ore statistics on a pirate ship
crewed by ores).

SHIP ATTITUDE
d6 Attitude
1-2 Friendly
3- 4 Neutral
5-6 Hostile

FRIENDLY SHI P

dlOO Race
01 -05 Dragonborn
06-10
11-30
31-40
41-50
51-60
61-00

Dwarves
Elves
Gnomes
Tieflings
Halflings
Humans

NEUTRAL SHIP

dlOO Race
01-05
06-10
11-30
31 - 40
41-50
51 - 60
61-00

Dragonborn
Dwarves
L1zardfolk
Hobgoblins
Ores
Halflings
Humans

HOSTILE SHIP

dlOO Race
01-05
06 - 10
11-30
31 - 40
41-50
51 - 60
61-00

Frost giants
Kobolds
Ores
Hobgoblins
Un dead
Gnolls
Humans

SHIP DTSPOSfTION
Each ship has a disposition that determines events hap-
pening aboard the ship when the characters encounter
it. Choose or roll for a ship's disposition on the Ship
Disposition table. Each disposition is described after the
table. If you roll no special disposition. the ship is under
no unusual stress and reacts based on its attitude.
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