CREDITS TABLE OF CONTENTS About the Adventure...... 2 Designer: Trevor Salla Dramatis Personae...... 3 Editor: Laura Hirsbrunner Adventure Hooks ...... 5 Developmental Feedback: Elizabeth Jones, Thomas Jones, Adventure Flow Chart ...... 5 Larry Tiblis Chapter 1: Moonshine ...... 6 Art Director: Trevor Salla Welcome to the Dockside ...... 6 Layout Designer: Laura Hirsbrunner using the Simple A Crowded Tavern ...... 7 Microsoft Word Template The Darts Competition ...... 8 Cover Art: Trevor Salla Rough Crowd ...... 10 Pirate Model: Laurin Masci Chapter 2: Ladies’ Night ...... 11 Pirate Agent: Andy Miller All In ...... 11 Interior Art: ArtsyBee, Storn Cook, Winslow Homer, Games Within Games ...... 12 Nathascha Konieczka, Adriaen van Ostade, Patrick E. Pullen, Pirate Party ...... 14 Pete/Comedy_Nose, Theodoor Rombouts, Trevor Salla, Chapter 3: Restless Shadows ...... 16 Derek Tanis, David Teniers II, Claude Joseph Vernet, No Show ...... 16 Antonie Waldorp, Wilhelm and Ferdinand von Wright Under Sharkfin Bridge ...... 16 Cartographer: Nathan Salla In the Inn ...... 18

Spelling Matters ...... 19 Playtesters: John Paul Cappiello, Will Davis, Chris Dzura, Frank Gentile, Timothy Kelly, Josh Knowles, Greg Leighton, Chapter 4: In Deep ...... 23 Cindy Lighton, Hailey Lighton, Russ Lighton, Drowning Dwarf Druid! ...... 23 Frank MacAdams Jr., Kenneth Mayer, Dustin Miller, Option 1: Not Our Problem!(Or is it?) ...... 25 Lysa Penrose, James Pettia, Luke Absolum Reid, Option 2: We’ll Save Him! ...... 25 Aileen Salla, Lu Salla, Maeve Salla, Nathan Salla, Unfair Maidens ...... 27 Rowan Salla, Cassidy Schenley, Eric Simon, Appendix A: Creature Statistics ...... 28 Matthew Ian Stanford, Dave Weber Recurring Creatures ...... 28 Chapter 1...... 31 The Lonely Scroll Adventure Contest: Saltmarsh: M.T. Black Chapter 2 ...... 32 (curator), Tony Petrecca (judge) Chapter 3 ...... 34 Chapter 4 ...... 35 Appendix B: Player Handouts ...... 36 Player Handout 1: The Snapping Line’s Menu Board 36 Player Handout 2: Sea Legs Dart Game Rules ...... 37 Player Handout 3: Dart Game Competitors ...... 38 Player Handout 4a: Dart Game Score Sheet ...... 39 Player Handout 4b: Dart Game Sample Round ...... 40 Player Handout 4c: Dart Game Sample Scores ...... 41 Player Handout 5: Blood-Spattered Message ...... 42 Player Handout 6: Shadow Form Rules ...... 43 Player Handout 7: Block Letters ...... 44 Player Handout 8: Underwater Adventuring Rules ... 45 Appendix C: Maps ...... 46 Map 1: The Snapping Line and Surrounding Area .... 46 Map 2: The Snapping Line—Ground Floor ...... 47 ON THE COVER Map 3: The Snapping Line—Second Floor ...... 49 Brass Belle, captain of the Sea Stars, has claimed a seat—and so Map 4: The Snapping Line—Top and Sides ...... 50 much more—at the Snapping Line tavern. Will anyone stand up Map 5: Pickle Pier ...... 51 to her and her crew? Map Objects: Raft, Rowboat, Barrel ...... 52

Disclaimer: The Snapping Line is just a pleasant and welcoming seaside inn and tavern that endeavors to provide the best it can in the way of food, drink, accommodation, and entertainment—all at a reasonable price. It is not responsible for the unruly behavior, brawling, theft, schemes, curses (either sense), sacrifice, drowning, death, or worse of its guests, visitors, staff, or occasional wandering monsters.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names,Sample and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains materialfile that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Trevor Salla and published under the Community Content Agreement for Dungeon Masters Guild.

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Chapter 3: Restless Shadows. The effects of a dark ABOUT THE ADVENTURE curse fall on the inn. Sleeping adventurers “wake” to find their bodies remain asleep, while their minds Life, n. A spiritual pickle preserving the body from decay. inhabit their suddenly independent shadows in the moonlight. Seeking the cause (and cure), they find an —Ambrose Bierce, The Unabridged Devil's Dictionary evil ritual slowly merging a young tavern employee with a shadow mastiff. Can the adventurers discover the clues This adventure is designed for three to seven 5th- to tying Saltmarsh and the Shadowfell and stop the ritual 10th-level characters and is optimized for five before a terrible new hybrid is formed? characters with an average party level (APL) of 8. Within Chapter 4: In Deep. Things are back to normal—or are these ranges, use the “Adjusting this Adventure by Party they? There has been an accident by the pier. Hurch is in Level” sidebar, along with the “Adjusting the deep trouble, trapped beneath the waves, and his brother Encounter” sidebars in each section, for suggestions on Frummel begs the adventurers for help. One way or the scaling combats for weaker or stronger (and smaller or other, here be monsters. larger) parties. This adventure occurs in the coastal town of ADVENTURE BACKGROUND Saltmarsh, where the adventurers meet two dwarven The dock directly in front of the Snapping Line, a brothers, Hurch and Frummel, as they seek champions popular Saltmarsh inn and tavern, is commonly known to represent the Snapping Line tavern in a darts as Pickle Pier. The nickname was coined when the competition. These lovable scoundrels have secrets— Snapping Line began offering “spiked pickles”— not only do they use a semi-domesticated mimic to help alcoholic pickles on large toothpicks, an innovation cheat at cards, but one of them is a werecrocodile. Will credited to the Argentaxe brothers, Frummel and the adventurers aid or oppose the dwarves as they face Hurch. Young tavern owner Hanna Rist originally hired pirates, a dark ritual, drowning, and more? these two dwarves as muscle, but quickly learned to Appendix A: Creature Statistics contains all stat blocks appreciate their entrepreneurial spirit. needed for encounters in this adventure. If an NPC’s Hanna, Frummel, and Hurch are the only staff that live statistics are not specified, use the commoner stat block. at the inn. The others—including Vessith, Tull, and Appendix B: Player Handouts contains printable Wikolia—commute from their places in town. Known handouts to inform players and streamline gameplay. only to the brothers, the tavern also houses a large Appendix C: Maps contains large versions of the mimic they call Lumberlee. thumbnail maps included throughout this adventure. The Snapping Line and Pickle Pier act as the stage for Tiled versions printable at 1-inch scale for poster-sized all of the encounters in this adventure, with the above battle maps and large PNG images suitable for online characters (and the player characters) serving as the gaming are also included with the adventure download. recurring main cast.

ADVENTURE OVERVIEW The adventure’s story consists of four parts and takes ADJUSTING THIS ADVENTURE BY PARTY LEVEL approximately four to six hours to play in its entirety. To determine whether you should consider adjusting the The scenes in this adventure are also relatively self- adventure, add up the total levels of all the characters and contained and can be played individually or scattered divide the result by the number of characters (rounding .5 or throughout another campaign—each chapter takes greater up; .4 or less down). This is the group’s average between sixty to ninety minutes to complete. party level (APL). To approximate the party strength for the Chapter 1: Moonshine. The adventure begins at the adventure, consult the table below. Snapping Line, a pier-side inn and tavern. Here, the characters can enjoy exotic drinks, join a popular darts DETERMINING PARTY STRENGTH competition, gather gossip, and meet colorful Party Composition Party Strength characters, including tavern employees Frummel and 3-4 characters, APL less than Very weak Hurch Argentaxe. They might even find themselves in 3-4 characters, APL equivalent Weak the middle of a bar fight! 3-4 characters, APL greater than Average Chapter 2: Ladies’ Night. The Snapping Line hosts a 5 characters, APL less than Weak gambling night, where the characters might catch the 5 characters, APL equivalent Average Argentaxe brothers cheating with the help of an unusual 5 characters, APL greater than Strong accomplice. The stakes are raised when a crew of female 6-7 characters, APL less than Average pirates crashes the event, and it’s up to the characters to 6-7 characters, APL equivalent Strong determine the true winners. 6-7 characters, APL greater than Very strong Sample file

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DRAMATIS PERSONAE NOTABLE TAVERN GUESTS Lumberlee (LUM-bur-lee), N semi-domesticated mimic The following NPCs feature prominently in this (she/her?). Only Frummel and Hurch are aware of the adventure. presence of a large mimic in the tavern. They discovered TAVERN STAFF her when a jug of whisky was spilled on her when she first posed as an extra table, and affectionately dubbed The Argentaxe Brothers. These two dwarven brothers, her Lumberlee. She generally takes the form of tavern Frummel and Hurch, keep the peace at the Snapping furniture, and behaves as long as she is periodically Line. They’re also well known for distilling a popular given drink and food. She has even learned to whiskey (used to create their pickles), diving for communicate using the sign-language portion of shellfish, unloading ships, and organizing special events thieves’ cant, but she does not understand Common, for the tavern. Both brothers know thieves’ cant and other than her own name and written numerals from might use it to cheat at cards—or to identify and zero to ten. If discovered and attacked, Lumberlee shutdown troublesome customers. prefers not to fight; rather, her first instinct is to flee Frummel Argentaxe (FRUM-ul AR-jent-ax), N dwarf (stat through a crevice in the floor. block in appendix B), he/him. Cheeky Frummel wears his plate armor at all times. His thick black hair and Enger (EN-gur), NG human commoner, he/him. Enger is beard are both cropped severely at shoulder length (to the visiting darts champion of the Miner’s Respite tavern keep them dry under his custom helmet when he (by the mine outside town). A short, wiry young man in a dives). He is the only one, other than Hurch, who dark blue miner’s outfit that has been patched many knows his brother is a werecrocodile. times over, Enger sports a walnut-colored crewcut and a Hurch Argentaxe (HURCH AR-jent-ax), N dwarf (stat nearly waist-length beard worthy of any dwarf. His dark block in appendix B), he/him. Comically deadpan eyes twinkle with quiet amusement, and his words are

Hurch is bald and usually shirtless, with a thin, stringy low and measured. beard that resembles brown seaweed. He is secretly a saltwater werecrocodile, a fact known only to himself and his brother Frummel.

Hanna Rist (HAH-nuh RIST), NG human commoner, she/her. Hanna, a young woman with curly black hair cropped close to her head, is the tavern owner of the Snapping Line. She is pleasant and sensible, with an amazing memory for faces. Fair and honest, Hanna tends to give both her customers and staff the benefit of the doubt until proven otherwise.

Vessith (VEH-sith), NG elf (shadar-kai) commoner, she/her. A calm, striking elf? (or half-elf? few are sure) with pale gray skin, Vessith sports a single long raven- black braid and numerous piercings. She is one of the waitstaff at the Snapping Line, and sometimes serves as receptionist for the inn and housekeeping when guests leave. Vessith is polite and quiet, often with a faint smile, but her eyes staring off into the distance.

Tull Herdkeeper (TULL HERD-kee-per), NG human commoner, he/him. A gangly young waiter with sandy blond hair, Tull has secretly learned the prestidigitation cantrip—not out of interest in wizardry, but out of laziness. “Cleaning is such a chore!” He may show interest if he witnesses another character casting a “useful” spell that doesn’t look too complicated, such as mending or unseen servant.

Wikolia Warden (Wih-KOH-lee-uh WAR-den), LN human commoner, she/her. A short, stocky woman with graying black hair and a generally disapproving tone, Wikolia is the Snapping Line’s chef and rarely seen outsideSample the kitchen. Her greatest pet peeve is when file others mistake her for a dwarf.

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Judine (joo-DEEN), LG human commoner, she/her. Ol’ Quipper (oal QUIP-ur), CG human commoner, Visiting darts champion of the Wicker Goat tavern, he/him. Visiting darts champion of the Empty Net Judine is a wiry, middle-aged woman, serious in both tavern, Ol’ Quipper is a spry older man with the demeanor and posture. She is dressed in the uniform of stereotypical look (and voice) of an old fisherman… the town guard, but ties her bushy, dark bronze hair back which is exactly what he is. He is also quite the in a colorful bandana. Though she has lived here all her storyteller—and gossip—and is a popular regular in life, she rarely socializes and is all but unknown to most every tavern in the area. He’s been strong-armed into in the town. She really wants the prize money to support throwing for the Empty Net by some “fans,” but if he her aging parents. participates, he’ll do his best.

Xef Shoaver (ZEF SHO-vur), NE human (stat block in appendix B), he/him. Initially presented as an entertaining storyteller, Xef is actually a powerful evil bard/wizard who is killed before the PCs have much opportunity for interaction. He had been experimenting in the creation of hybrid monsters through dark rituals for a sinister organization.

NOTABLE PIRATES (OF THE SEA STARS) Brass Belle (BRASS BEL), N human pirate captain, she/her. Pirate captain of the Sea Stars. Brass Belle is tall and imperious, but with a frequent smirk and twinkle in her eye. As her name implies, she is both loud and beautiful. She wears an impressive, feathered captain’s hat, and is always armed. She and her crew are unnaturally hardy, and she believes she has “the Sight” (the ability to vaguely sense the presence of curses or dark magic). Belle’s a surprisingly charming and playful criminal.

Woe Nelly (WOH NEL-ee), N halfling pirate first mate, she/her. Nelly is short, even for a halfling, with a smooth, wide face, glinting brown eyes, and curly black hair. She is even louder than the captain she idolizes. Unlike the captain, she is blunt and a bit of a bully. It is usually she who announces the entrance of the Sea Stars and introduces the captain to the pirates’ targets, demanding respect. Her frequent exclamations of “Whoa, Nelly!” earned her nickname.

Stiletto Sal (stil-ET-oh SAL), CN human spy, she/her. Sal, the pirates’ lookout and spy, is a laidback, graceful woman who is younger than she looks, with plain features and a low, soothing voice. In addition to Common, Sal speaks thieves’ cant. When first encountered, she is likely wearing a high-necked brown dress covered by a white apron. When joined by her fellow pirates, however, the apron is pulled off to reveal her weapons hidden underneath in the folds of her dress. Against tougher parties, her dress may even conceal studded leather armor. Sample file

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ADVENTURE HOOKS MOVING SALTMARSH TO YOUR SANDBOX Consider using one of the following adventure hooks to introduce the events of the Snapping Line. Saltmarsh originally was created for a 1st-edition D&D In Progress. The characters are in Saltmarsh for adventure, The Sinister Secret of Saltmarsh, and set in the world another reason, and the events herein are interspersed of Greyhawk (Oerth). More recently, the coastal town was with other adventures. fleshed out in the fifth-edition book, Ghosts of Saltmarsh, and Downtime. The adventurers are here spending their can be inserted into nearly any campaign setting without downtime, and the events just happen to coincide with significant changes. their stay. However, if your setting is part of a multiverse, you could Yo Ho, Yo Ho. The characters have heard rumors of instead add a unique twist to the story as follows. pirate activity near the area and have a vested interest The town of Saltmarsh is new to the region—but most folks (either for or against). are unaware of that fact. Recently, a dark copy of Saltmarsh Spiked, You Say? The characters heard tales of spiked from the Shadowfell was shunted to its current location. This pickles, the darts contest (of Chapter 1), and/or the happened as a reaction to the ongoing planar shifts happening gambling night (of Chapter 2), and were intrigued throughout the multiverse. In the Forgotten Realms, for enough to make a special trip. example, Baldur’s Gate has been shifted to Avernus, parts of the Home, Sweet Home. Saltmarsh is home to one or more Quivering Forest have been transferred to Barovia (and back), of the adventurers or someone they care about. It is and there have been large-scale breaches to the elemental natural for them to visit the tavern while there, and to planes—not to mention the continent-spanning effects of the book rooms at the inn if they don’t have another place to Sundering. stay. Saltmarsh’s humanoid inhabitants are used to dismal, hard, and sometimes terrifying lives. But slowly, their lives, ADVENTURE FLOW CHART environment, and even memories are changing to suit their new location—and mostly for the better. While still challenging, life is more hopeful and joyous than it used to be, and the past seems increasingly like a bad dream. But the veil between Saltmarsh and the Shadowfell is still thin, and the shadows are easily stirred. Should you adopt this rationale and plan to include Chapter 3, a villainous visitor to the town has begun to recognize and take advantage of what has happened. Xef Shoaver is an arcane spellcaster posing as an entertainer and a secret member of an evil, elitist, power-hungry organization (such as the Red Wizards of Thay in the Forgotten Realms, the Scarlet Brotherhood in the world of Greyhawk, or House Dimir in Ravnica). He seeks to use the close ties between this version of Saltmarsh and the Shadowfell in his dark experiment to merge distinct creatures into new monsters. Fortunately, his life will be cut short before his schemes come to fruition. Unfortunately, his evil plans will have already been set in motion…

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CHAPTER 1: MOONSHINE MAP 1: THE SNAPPING LINE AND SURROUNDING AREA

The adventurers discover the Snapping Line, where they can enjoy downtime while gaining the trust and admiration of the locals.

WELCOME TO THE DOCKSIDE The adventurers find themselves in the coastal town of Saltmarsh, wandering the road beside the harbor. On one side of them are a series of piers, some featuring moored ships or boats. Carts, shacks, a few rafts, and piles of supplies are scattered along the bank. To the other side are a row of waterfront buildings—noteworthy among them, the Snapping Line inn and tavern stands across from Pickle Pier. Whether for drink, lodging, employment, entertainment, or adventure, the heroes are likely to return here time and again. As the party enters the town, read or paraphrase the following:

MAP 2: GROUND FLOOR (TAVERN) The beginning of a spectacular sunset bathes the town of Saltmarsh and the adjacent sea in pink and orange light. Busy dockhands shout to each other over the cries of an excited flock of gulls. At the large pier to one side of you, two vessels are being unloaded—crates from a large sailing ship, and nets full of the day’s catch from a smaller fishing boat. Your attention is drawn inland as a deep, rumbling voice suddenly cuts through the din. “FRUMMEL. Get in here! Folks are already gathering for the contest, and I’ve got to get going! It will be dark soon.” The source appears to be a bald, bare-chested dwarf calling from the door of the inviting inn opposite the pier. “KEEP YER SHIRT ON!” comes the droll reply from another dwarf, this one in full plate armor, helping a sailor carry a huge rolled carpet down the ship’s gangplank. “I’ll be there soon! I’m finishing up and still trying to find a replacement champion. And your shift isn’t over yet! Just keep ‘em happy

‘til I get there!” MAP 3: SECOND FLOOR (INN)

Unless immediately hailed, the bare-chested dwarf, Hurch, heads back inside. The dwarf in plate, Frummel, continues to unload the ship’s cargo into piles, some of which are loaded into carts by others and hauled away. He then collects his pay from the ship’s bursar and enters the inn (to scattered cheers from those within). Both dwarves are approachable and happy to talk as they go about their business, although Frummel is much more verbose and expressive than his brother. Most characters (those with a passive Wisdom (Insight) score of 10 or higher) notice each brother sizes the party up when they first meet. Any characters that might pose a threat to the safety or business of the tavern are given a friendly warning not to cause trouble or they’ll have to pay the (unspecified) penalty.

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A CROWDED TAVERN throws their darts. If a bard or other adventurer offers to provide music for the evening, it will be gratefully For a simple, dockside tavern, the Snapping Line is accepted… but only after the contest is over. surprisingly pleasant and well-maintained—and Layout. The tables of the tavern’s main room are, for tonight, surprisingly crowded! Its popularity has the most part, arranged in their normal configuration. increased with the introduction of special events like See Map 2, “The Snapping Line—Ground Floor tonight’s darts competition. (Tavern).” One of the tables has been replaced with a The adventurers are made to feel welcome at the rectangular wooden raft brought in from the shore Snapping Line as they enter, greeted by staff and outside. It serves as a low, makeshift stage for the customer alike. If this is their first visit, each character is competition, and most of the chairs have been turned in offered their first spiked pickle free of charge by the its direction. The darts board has been moved from its tavern owner, a young human woman named Hanna usual location near the bar to the stage wall, and a Rist. Hanna has an excellent memory for faces and podium (Lumberlee in disguise) has been added off to recalls if she’s met the adventures before, so it’s tough to the side for Frummel to use while commentating on the finagle extra freebies on return visits. game and periodically announcing the current score. Hanna personally takes the party’s orders for food and drink (menu options are presented on Player Handout 1, CREATURE INFORMATION “The Snapping Line’s Menu Board), then inquires if they All of the tavern staff and guests described in “About the would like one or more rooms for the night. Individual Adventure” are present, including Hanna, Frummel rooms, rooms for two or more, or a common room (who arrives shortly before the darts competition (shared with strangers for a discount) are all available begins), Hurch (who leaves just before dark), Vessith, upstairs. If stairs are an issue, there is one room available Tull, Wikolia, Enger, Judine, Ol’ Quipper, and Xef on the ground floor. Shoaver. The podium on the stage is actually Lumberlee in disguise, helping Frummel out. Stiletto Sal (who STORY OBJECTIVE A introduces herself simply as “Sal” tonight, if This encounter serves as an introduction to the Snapping approached) is also present, along with many tavern- Line and the characters that frequent it. Adventurers can goers and darts fans. make friends and gather information here, which will aid Tavern Staff. The staff want to make their customers them in later events. This is Story Objective A. (Although happy, to earn some extra money, and to enjoy the event as far as objectives goes, this is not a simple case of as a break from the norm. They also hope to find one or pass/fail. Just have fun with it!) Optionally, the party can more champions to represent the Snapping Line in the also try their hand at winning the darts trophy for darts competition. Winning the silver trophy last year the honor of the Snapping Line (or another local tavern brought them lots of extra business, but sadly, the of their choice). Snapping Line’s champion from last year, Ullek Fireborn, is away on a long voyage. REA NFORMATION A I The staff knows it should be a busy and profitable The first floor of the Snapping Line is particularly night. They are aware that the combination of drink and crowded because of a darts competition soon to be held “friendly” rivalries might spark a tavern brawl, and will that night. The floor has the following features. do their best to make sure that that is avoided, or at least Smells. Love or loathe it, one’s first impression of the taken outside. tavern (and even the inn above) includes the strong smell Darts Contestants. The darts contestants, of course, of fish throughout; it’s constructed of timbers taken would like to win the competition (and the fame and cash from old ships, and in the kitchen, seafood is constantly prize that goes with it). being prepared. Frequent visitors tend to become Stiletto Sal. “Sal” is secretly a member of the pirate acclimated and pay it no mind. Other types of cooked gang known as the Sea Stars. She wants to have fun and food and various forms of alcohol are also noticeable scout the place as a potential target for a later robbery, when in close proximity. featured in Chapter 2. She makes a mental note that the Light. The area is brightly lit, with candles on the silver darts trophy looks valuable. She is also on the tables and lanterns hanging from the support beams. lookout for signs of the “curse” that her captain senses There are also candle chandeliers above, but they are is brewing somewhere in the area. dusty and not typically lit. For a while, the dockside Xef Shoaver. This respected guest normally presents windows are filled with a spectacular sunset. Shortly himself as a bard and showman, specializing in after nightfall, this is replaced with a cheery full moon storytelling, shadow puppetry, and the viol. But Xef and its wavering reflection on the surface of the sea. The Shoaver has no interest in socializing tonight and is area outside the sea-facing doors is also brightly lit by oblivious to most things that don’t directly concern him. two 10-ft. sculptures of lighthouses topped with white He is currently at a small private table, composing a continual flames, one on either side of the porch. message to his superiors about a recent success creating Sounds. The tavern is filled with the laughter, chatter, hybrid monsters from other creatures and merging them and clanking of goblets common in a crowded tavern. using shadow magic. He hides his message from prying DuringSample the competition, however, the noise level file eyes, and will go upstairs to his room when the darts noticeably drops before and spikes after each contestant competition (or anyone else) gets too distracting. This

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secret villain has already successfully created a “leaping shark” which is hidden in a cage upriver (and may escape DART GAME: “SEA LEGS” to appear in Chapter 4). He plans to make a second Player Handout 2 contains a copy of these rules, along with attempt—this time involving a human—with a variant of tips for players. the ritual tonight. (This may be discovered in Chapter 3). Legs. Each player starts with 3 “legs”, represented by Lumberlee. The giant mimic, currently in the form of a vertical hash marks on a scoreboard or by physical tokens. If podium, wants to “be good” and help out her dwarf there are more than five competitors, players start with 2 legs friends in the hope that they will reward her with food each. and alcohol. (Frummel periodically slips the “podium” Turn Order. Roll for initiative. Each player adds their attack bits of food, especially spiked pickles, throughout the modifier for a dart rather than their normal initiative modifier. night, and will indeed reward her after hours if things go Play. On your turn, make three dart attack rolls and list the to plan.) to-hit results from lowest to highest. If the competitor who Bystanders. The crowd wants to eat, drink, and have threw immediately before you (if any) beat you in the best two fun watching (and perhaps betting on) the darts match. out of three throws, you “lose a leg.” (Compare the lowest throws, the middle throws, and the highest throws.) However, THE DARTS COMPETITION if one or more of your rolls was a critical hit, your legs are safe Tonight, a big annual darts contest is being held, for the turn. with champions from various taverns in the region Each time a leg is lost, cross out a lost leg on the score competing for a trophy made of silver from a nearby board/sheet or hand in a leg token. Play then passes to the mine. The tavern staff attempt to recruit one or more next player. player characters to represent them in the contest, as Winning. Lose all of your legs and you are out of the game. its last champ is out of town. The winning tavern will Last remaining player wins. (Magic is cheating…but only if house the trophy until the next competition. Player you’re caught!) characters are also encouraged to place wagers on the outcome of the match. DART TO-HIT MODIFIERS OF SAMPLE OPPONENTS Once Frummel arrives in the tavern to the cheers of the crowd, he takes to the podium (which is Lumberlee Tavern Very Weak Strong to in disguise), explains the rules, and announces who Contestant Represented to Average Very Strong the competitors are and what taverns they are Enger The Miner’s +6 +7 representing. He will keep a running commentary Respite throughout the competition. (by the mine As the competition begins at dusk, Hurch’s shift is done and he makes his excuses and leaves. It’s the last outside town) night of the full moon, so he needs to make himself Judine The Wicker Goat +5 +6 scarce! Frummel knows his brother’s secret and Ol’ Quipper The Empty Net +4 +5 covers for him. Later in the competition, Xef heads upstairs to avoid RECOMMENDATIONS FOR PLAY the chaos of the ongoing dart game. Shortly after, his If one or more player characters decide to join the unwitting future victim, Tull, follows the showman competition, give each player a copy of Player Handout 2, upstairs to ask about useful cantrips (and to avoid “Sea Legs Dart Game Rules.” You can keep score using working as much as possible), though he cuts through Player Handout 4a, “Dart Game Score Sheet,” or ask a the kitchen and is unlikely to be observed. player to do so. Player Handout 4b, “Dart Game Sample When the moon rises, Hanna points out the window Scores,” can be provided as a guide to the scorekeeper. and announces that moonshine is half-off, prompting Here are some tips for play: more cheers from the crowd. She warns that the sale will end immediately, though, if anyone starts a fight! • All classes in the Player’s Handbook are proficient with darts, which are finesse weapons that can use either Strength or Dexterity. • If three or more player characters participate, Ol’ Quipper will bow out of the competition. He has an injured wrist, having been roughed up earlier by fans from the Empty Net tavern for refusing to throw for them. (Ol’ Quipper frequents all the local taverns, but didn’t like being pressured to throw for the Net.) • Players whose characters aren’t competing can also roll for (and optionally roleplay) one of the competitors for other taverns. See Player Handout 3, “Dart Game Competitors.” If one relishes the idea of Samplebeing a commentator, one filecould even (temporarily) roleplay Frummel.

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• Player characters who choose not to compete, as well TAVERN RUMORS – CHAPTER 1 as any that are eliminated, can act on their initiative each round. Activities might include attempting to d10 Rumor help another character cheat or chatting with other 1 “Yeah, this place is popular, but this is the most crowded I’ve tavern patrons about local rumors (rolling on the ever seen it. Folks have come from miles around to support Tavern Rumors – Chapter 1 table). their local darts champions.” • Unless players expect to in some way modify 2 “I heard a band of pirate women is pillaging along the coast— individual rolls, you can save time by letting all players carousing, threatening, and robbing in scandalous fashion, but roll three d20s at once to make all three rolls for their avoiding lethal force. So far they haven’t reached Saltmarsh, turn. They add their modifier to each and sort the results from lowest to highest as normal. Then go but it’s only a matter of time.” [If a player character asks a around the table in turn order and record the results. tavern patron for more information, they learn that they call • If a character (whether a participant or an observer) themselves the Sea Stars, and are said to be able to resist attempts to cheat, ask them to describe how, then call magical effects.] for Deception, Stealth, Sleight of Hand, or Arcana 3 “Hanna is young, but she is the best tavern owner and checks as appropriate to see if they get caught. Be innkeeper I’ve met. And she has an amazing memory for faces, if generous in the players’ favor, rewarding good ideas not for names.” or roleplaying. If caught, see if they manage to diffuse 4 “Adventurers, eh? So where are you from?” [If using the the situation with a clever bit of Persuasion, Deception, and/or a decent bribe (like a round of explanation in the “Moving Saltmarsh to Your Sandbox” sidebar quality drinks). If so, they may only be disqualified and that makes this version of Saltmarsh new to the region, follow endure minor teasing. If not, they may also make an up the answer with, “Never heard of it. Is that outside enemy and/or become the main target of a bar fight. Keoland?”] (See the combat with bar fight swarms under the 5 “Seems harmless enough, but I think this place might be “Rough Crowd” section below.) haunted. I swear that every now and then, when no one is • If you can do so without arousing too much suspicion, looking, objects move or food disappears. Or worse, drink try to foreshadow the presence of Lumberlee without disappears!” giving away her presence. Perhaps in his excitement Frummel slaps the podium and it shakes for an 6 “You play darts? I understand here you get extra points if you instant, or perhaps his hand gets stuck for a moment. throw left-handed.” [Unfortunately, this is a lie spoken by (“Alright, who spilled mead on my podium?!”) someone rooting for another tavern. Right-handed characters throw with disadvantage if they use their left hands.] 7 [Before Xef and Tull have left the room for the evening]: “Look at young Tull over there. Constantly getting drink orders, but leaving Hanna and Vessith to serve the food and clear up. Nice kid, but lazy!”

[After nightfall, once Xef and Tull have left]: “Did you just hear that? Tha’ tweren’t no cannon! Sounds like it came from the bridge.”

[When this happens, characters with a passive Wisdom (Perception) score of 13 or higher hear a distant booming noise. Those who heard it might recognize it as the spell thunderwave with a successful DC 15 Intelligence (Arcana) or Wisdom (Insight) check. See chapter 3, Under Sharkfin Bridge, if folks go to the bridge.] 8 “There’ s a talented bard staying here. He plays the viol, but is best known for his storytelling… using shadow puppets! Probably won’t perform tonight though. The darts competition has kind of taken over.” 9 “It’s not polite to stare. That’s Vessith over there cleaning up that table. Haven’t you seen a shadar-kai before? Despite the piercings, she’s really quite sweet.” 10 The next event being organized by the “Axes” (the Argentaxe Samplebrothers) is to be a gambling night.file “You’ve got to love ‘em, but be warned if you play at their table. They are luckier than anyone has a right to be!”

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ROUGH CROWD REWARDS Under normal circumstances, the dart game and rest of Player characters might be rewarded with one or more of the evening goes smoothly, but should the adventurers the following during this scene. intentionally start a bar fight, it stirs the crowd into a frenzy represented by five bar fight swarms, plus DARTS CHAMPION Frummel (who will try to knock unconscious whomever If one of the player characters wins the darts seems to be causing the most trouble). competition, that individual wins: A fight may also break out if the adventurers are • Bragging rights and local fame caught cheating and are unable (or unwilling) to diffuse • 50 gp in prize money the situation. • All the (cheap) drinks that individual can consume that evening. (And likely some drink offers periodically throughout the week.) ADJUSTING THE ENCOUNTER • A free room at the Snapping Line that night (or a These adjustments are not cumulative. There is only a fight refund if they’d already paid for one). if the adventurers start one or are caught cheating in the • A certificate with their name and the year on it competition. recognizing their accomplishment, signed by • Very Weak: Remove three bar fight swarms. representatives of each of the participating taverns. • Weak: Remove two bar fight swarms. If the player character wins on behalf of the Snapping • Very Strong: Add one bar fight swarm. Line, the silver trophy is proudly displayed on the shelf behind the bar. If another competitor wins, it leaves with them to be displayed at the appropriate tavern until next WRAP UP year’s competition.

Unless significant damage was done to the tavern or its occupants during a bar fight, the mood is cheerful at the DARTS PARTICIPANTS end of the night. (And even if a fight broke out, only the Any characters that lost the competition are likely to be staff, the seriously injured, or the few who suffered awarded drinks and consolation from admirers. heavily gambling losses are really disgruntled.) Those adventurers who contributed to making the event special GAMBLING and successful are a welcome addition to the tavern and, Characters may have gained (or lost) money by placing in the eyes of many, to Saltmarsh! bets on various competitors. A maximum of 15 gp each If you are continuing this adventure, you can proceed for this is recommended. to Chapter 2: Ladies’ Night. If the characters rolled the rumor that allowed them to hear of the explosive noise REPUTATION by Sharkfin Bridge, they might decide to investigate, Regardless of the evening’s outcome, adventurers that leading them instead to Chapter 3: Restless Shadows. stood out may have made an impression on the locals this night. Noteworthy player characters might receive bonuses or penalties to future social interactions in Saltmarsh, and at the Snapping Line in particular.

Sample file

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