Encounters in Saltmarsh
Encounters in Saltmarsh
This work contains material 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 2021 by Christian Zeuch and Jack Duncan
2 published under the Community Content Agreement for Dungeon Masters Guild.
Contents Credits
Introduction ................................ 4 Author: Jack Duncan
Full to the Gunwales ..........................................4 Art Direction: Christian Zeuch
Layout: Christian Zeuch (based on the Affinity
Forgotten Shores .................................................4
Publisher template by Nathanaël Roux)
Using Maps ...............................................................4 Editor: Katheleen Harrington
Encounters .................................... 5 Cartography: Christian Zeuch
Cover Art: breakermaximus
The Affairs of Wizards ....................................... 5 Interior Art: Dean Spencer, Corey Johnston. James
The Baron’s Master Plan.................................... 8 RPG Art, Konstantin Gerasimov, [email protected],
Black Scales and None ........................................ 9 VIKTOR, Vlastimil Šesták, Matt Morrow, grandfailure,
photosvac, hikolaj2
The Coral Palace of Alu ...................................11 Playtesters: Donald Smith, Laura Hutton, Leslie
Fiendly Competition .......................................... 12 Spence, Heather Duffy
3
INTRODUCTION
Forgotten Shores
This supplement assumes that your version of
Saltmarsh is in the Forgotten Realms, midway between
Waterdeep and Neverwinter. Some alterations are
made to characters and factions to reflect life and
politics in the Realms, but the themes from GoS are
kept intact. But Saltmarsh, a relatively unknown
backwater fishing community, can be easily placed in
any setting of your choosing. At the start of each quest
in GoS is specific advice for adapting each quest to
various specific settings.
Using Maps
Some encounters will occur at sea, and for those you
can use any of the maps in the “Sea” folder, along with
any of the ship tokens. Each square on the sea maps
represents 30 feet.
4
ENCOUNTERS
Outcomes
Some of the possible outcomes are listed below:
• The apparatus of Kwalish is recovered.
• The marilith is defeated.
• The marilith is freed.
• The remains are recovered.
7
The Baron’s Master Plan deploy this function of the structure strategically,
keeping it as a last ditch defense to drive out land-based
Encounter Level: 7 invaders.
Encounter Type: Combat This encounter also adds a layer of complexity onto
the sahuagins’ motives: they wished to build this
Encounter Overview: This encounter is a revamp of
fortress and conquer not out of mere bloodlust and
“The Baron’s Counterattack” section from the “Final
avarice, but to assemble an army of slaves to better
Enemy” quest, to make it more climactic and possibly
resist the kraken they have learned is maturing in these
to drop a few hints toward “The Styes.”
waters.
Background The Encounter
A point is made in the description of 19. Hall that the
This encounter replaces “The Baron’s Counterattack”
sahuagin are waiting until the area has been completed
in the “Assault Events” section of chapter 6, the “Final
to their satisfaction before flooding the area, strongly
Enemy” quest.
implying that the sahuagin could flood the area if they
Instead of describing a “shrill battle cry” when the
wished.
characters defeat the defenders in 19. Hall and trigger
This encounter assumes that the sahuagin forces
the event, instead read or paraphrase the following:
8
A single low note of a horn, from deep underground, sharks. The baron says, in Sahuagin, that they could
resonates throughout the chamber. Seconds later, have defeated the kraken together if the land-dwellers
sections of the tiled floor and walls pull back, had just submitted, and then attacks.
revealing rusted iron grates. Sea water bursts forth If defeated, the baron mumbles in broken Common
into the chamber, flooding the room completely as he dies, “The kraken… kill you… all…”
within seconds. If the baron and the Maw of Sekolah are slain, the
Every character in 19. Hall must succeed on a DC 16 remaining sahuagin in the room flee. Once the wheel is
Strength saving throw or be knocked prone when the turned, the water level above drops and the sounds of
water rushes into the chamber. It takes a single round boots announce the arrival of the allied land forces.
to fully flood the chamber, the water being pumped up The assault then proceeds as normal.
directly from the sea and flowing out the door in
1.North Entrance and Guard Post. While the water Outcomes
continues to pour into the chamber and rush toward 1. Some of the possible outcomes are listed below:
North Entrance and Guard Post, every character
without a swim speed in the water must make a DC 10 • The characters fail to turn off the water, and the
Strength saving throw or be carried 10 feet in the assault fails, with the sahuagin likely conquering
direction the water is rushing. Saltmarsh shortly afterwards.
The characters will quickly realize that this will make • The characters defeat the baron and turn off the
the planned allied land assault much more difficult or water.
even impossible. The characters can either determine
for themselves that the allied aquatic forces will be Rewards
slaughtered without the land forces acting as a pincer, For successfully defeating the baron, the characters
or if they return to the allied forces, they will be told receive all the normal rewards detailed in the quest.
the same thing. The allied forces will inform the They can also claim the Baron’s trident of warning.
characters that the aquatic assault has already begun
and that they need to find a way to shut off the water
quickly or they will all be lost. Black Scales and None
If the characters fail, or refuse, to descend back into Encounter Level: 3–4
the fortress to turn off the water, the allied aquatic Encounter Type: Combat, Social, Exploration
assault fails and the allied forces are forced to retreat.
The wheel that controls the water is hidden behind a Encounter Overview: The characters are tasked with
panel of tiling in 20. Large Hall. Guarding the wheel is hunting a Tharizdun-worshipping lizardfolk along the
Baron Kepmak (sahuagin baron) himself, riding the Dunwater River.
Maw of Sekolah (if it still lives) or a giant shark. He
is flanked by two sahuagin champions riding shell Background
During the adventure “Danger in Dunwater” in chapter
3, the characters are tasked with forging an alliance
with the lizardfolk coalition forming against the
sahuagin.
Recently the Scaleless, a lizardfolk shaman, turned
to the worship of Tharizdun and attempted a coup
against the lizardfolk queen.
If the characters anger the lizardfolk, or if the DM
decides the adventure needs more combat, the
lizardfolk queen demands the characters hunt down the
Scaleless to secure the alliance/redeem themselves.
Unbeknownst to the lizardfolk queen, the Scaleless is
working together with Tythun, the lizardfolk’s young
black dragon, whom they regard as their leader.
Tythun, however, no longer believes the lizardfolk can
keep him safe after their failures against the sahuagin,
and is seeking other options.
The Scaleless appears as a lizardfolk with no scales
and raw, perpetually bleeding skin. He has the symbol
of Tharizdun carved between his eyes.
The Scaleless can also be encountered if the
characters decide to explore the ruined alchemist’s
tower rumored to be somewhere along the Dunwater.
9
The Encounter Tythun understands and can speak Common, but is
rarely willing to lower himself to speak anything but
After traveling along the Dunwater for 18 hours (see Draconic. If any of the characters can speak Draconic
Hool Marshes in GoS), the ruined alchemist’s tower they can converse with Tythun; otherwise the dragon
where the Scaleless is hiding will come into view. Only ignores all other attempts at communication.
a single floor of the once-grand tower remains If the characters see through the Scaleless’s lies and
standing above the surface. call him on it, Tythun laughs and withdraws into the
Ground Floor tunnel, refusing to aid the Scaleless. Otherwise, if the
The ground floor contains little more than shattered characters attack the Scaleless, Tythun comes to his aid
stone bricks and charred wood from the explosion that (see “Underwater Combat” in chapter 9 of the Player’s
toppled the tower. At the center of the floor is a black Handbook).
cauldron, 4 feet in diameter, its sides twisted and
melted. Three gray oozes lie in wait on the floor Outcomes
around the cauldron, appearing as an incongruous Some of the possible outcomes are listed below:
patch of wet stone on the otherwise dry floor. If the • The characters slay the Scaleless.
characters step on the “wet floor” or physically interact • The characters slay the Scaleless and Tythun.
with the cauldron, the gray oozes attack. • The characters slay the lizardfolk queen, installing
Cunningly concealed amongst the rubble is a the Scaleless as the new king.
trapdoor leading to the basement level of the tower; it
can be discovered by a character who makes a Rewards
successful DC 13 Intelligence (Investigation) check.
If the characters kill the Scaleless as requested, the
Basement lizardfolk queen is pleased and agrees to an alliance
The flooded basement of the alchemist’s tower is a with Saltmarsh. Additionally, she grants the characters
circular room 80 feet in diameter and 20 feet high. It is a cloak of woven seaweed that functions as a cloak of the
filled with 15 feet of murky water, reducing visibility in manta ray.
the water to 10 feet (see “Unusual Environments” in In the unlikely event that the characters manage to
chapter 5 of the Dungeon Master’s Guide) and making all slay both the Scaleless and Tythun, the characters are
creatures that are fully submerged heavily obscured. initially welcomed back and given the same rewards as
Beneath the water on the southwestern side is a 20- if they had only slain the Scaleless. If they mention that
foot diameter tunnel that leads to a network of they slew Tythun, the lizardfolk turn hostile, enraged
subterranean tunnels; these can be followed all the way that the characters have killed their true leader.
back to the lizardfolk lair. If the characters kill the lizardfolk queen for the
The Scaleless is in this chamber, perched on top of Scaleless, the shaman doesn’t sit long on the throne.
what appears to be a stone bookcase that barely breaks During his coronation he begins preaching about
the surface of the water. He is conversing in Draconic Tharizdun, which annoys Tythun. The black dragon
with Tythun, who is fully in the water; only the emerges from hiding and kills the Scaleless with his
dragon’s head is visible. If the characters manage to breath attack. The dragon promises to aid the
sneak up on the pair, they will hear them discussing the characters against the sahuagin, but demands that they
Scaleless’s plans to use Tythun to corrupt other not contact him again until the time comes to destroy
lizardfolk to the cult of Tharizdun. Tythun is the sahuagin. Tythun will honor this arrangement
unconvinced, since he does not worship Tharizdun during the quest in “The Final Enemy” (chapter 6). His
himself, and is frustrated with the Scaleless’s failure to arrival massively damages the sahuagin forces, netting
overthrow the queen. the characters 15 victory points.
If the Scaleless becomes aware the characters are
coming, he assumes that they are lizardfolk coming to
kill him and slides beneath the surface, waiting in
ambush. Tythun retreats into the tunnel that leads to
the lizardfolk lair. When he sees the characters,
assuming all the characters aren’t lizardfolk themselves,
he cautiously reveals himself from a distance.
The Scaleless tells the characters that the lizardfolk
queen is planning on betraying them and that she
regularly uses and then kills “softskins”; these are lies.
The Scaleless says that the true leader of the lizardfolk,
the dragon Tythun, will support him as king if the
characters can “dispose” of her; this is true. If Tythun
has not revealed himself yet, he emerges from the
tunnel now.
10
The palace contains every imaginable pleasure and
The Coral Palace of Alu amenity to tend to Alu’s “guests” and the marid takes
great pride in the comfort of those he has “collected.”
Encounter Level: 5–10 The only luxury they lack is freedom.
Encounter Type: Combat, Social Two water elementals travel with Alu at all times,
holding him aloft on his coral throne as he travels the
Encounter Overview: The characters encounter the
vessel, talking with his captives. A particularly hideous
Coral Palace, a floating palace of coral and pearl. The
sea hag, who calls herself “Little Miss Gumdrop,” acts
Coral Palace is a slave barge, where the marid Alu keeps
as the ship’s bosun, but is secretly plotting to sink the
his prizes in gentle despair: well cared-for but utterly
Coral Palace beneath the waves as vengeance for an
without freedom.
incident in the distant past where Alu refused to add
Background Little Miss Gumdrop to his collection.
If the characters have little to no reputation on the
Alu came to the Material Plane many centuries ago seas, the coral palace will just pass them by.
after a particularly brutal uprising against him on the If the characters have a reputation that may have
Plane of Water. Since that day, he has wandered the reached the covetous marid’s ears, Alu will almost
oceans, gathering up whatever mortals he can find to certainly attempt to add them to his collection. If he is
display as trophies in the hopes of using the prestige confident that the Coral Palace can easily overpower the
this grants him to worm his way back into marid characters’ ship, he will simply attack and seize the
society. characters right there. If the characters seem too
formidable for him, he will attempt to have the
The Encounter characters kidnapped while they are on dry land or
The marid Alu lives upon a floating palace of coral and send infiltrators to foment mutiny on their ship (see
pearl. The palace functions as a galley, with the hull of the “Mutiny” event). Alu may also be willing to trade
the deeps upgrade (see below). It appears as a coral- with the party for one of their group, offering a wish in
encrusted galley, with an elegant pearl-topped spire at exchange for the characters selling one of their own to
the galley’s stern; its sails are of seaweed. Alu. If successfully captured, the characters are kept in
Alu lives only to collect impressive and prestigious the lap of luxury but not allowed weapons, armor, or
humanoids for display in his palace, and will go to great spell casting components. They may be successful in
lengths to acquire new “exhibits.” appealing to Alu’s vanity to have some of their
11
equipment returned, claiming that they cannot Characters who seize the ship may do with it as they
adequately show off their value as prizes without their will. The ship has the hull of the deeps, which can only
adventuring gear. be extracted and added to a new ship if they first scuttle
Capture need not be a total disaster for the the Coral Palace.
characters. There are others among Alu’s “treasures” Arax Oaksworn will agree to take a position on the
who may be willing to help them escape, including character’s crew, but Milwena Lighbranch will decline,
Milwena Lightbranch (female sun elf archmage) and citing “personal matters” she has to attend to.
Arax Oaksworn (female half-orc gladiator). If the
characters can arm these fellow prisoners, they have a
decent chance at seizing the ship and taking the Coral
Fiendly Competition
Palace for their own. Encounter Level: 7–8
Encounter Type: Combat, Social, Exploration
Outcomes Encounter Overview: The characters are tasked with
If the characters manage to seize control of the vessel, investigating the secrets of the mysterious Captain
they gain control of the Coral Palace and can do with it Stetz. In doing so, they uncover Stetz’s bargains with
what they will. If Alu escapes, he uses whatever means fiends and either drive the creatures off or turn the
are still at his disposal to retake the ship. bargain in their favor.
If the characters manage to escape the Coral Palace,
Alu actively sends mercenaries and bounty hunters Background
after the characters, viewing their escape as a huge
blow to his prestige. The characters are given a quest by Saltmarsh’s
mariners’ guild to investigate one Captain Figram
Hull of the Deeps Stetz, a prosperous seaman who has repeatedly refused
Ship upgrade, hull to affiliate with the guild. Captain Stetz is a recent
human immigrant to Saltmarsh who has made an
The captain of this ship can activate the hull with an
action, causing the entire vessel to sink beneath the incredible fortune by bypassing the mariners’ guild’s
waves. The ship’s interiors are watertight, but trade routes by sailing through the Teeth of Xerbo in
creatures up on deck must have a means of breathing Azure Sea. The Teeth of Xerbo is an area of constant
underwater or run the risk of drowning. The ship thick sea fog where jagged peaks of stone stick
moves at half speed while underwater, magically haphazardly from the water and below the surface.
propelled by the seaweed hanging from the hull, and Sailing the Teeth is supposed to be impossible, and so
cannot descend to a depth of greater than 50 feet. the guild wants the characters to find out the secret to
The ship may remain underwater for 1 hour before Stetz’s consistent success in sailing through the region.
resurfacing; if it stays submerged for longer than an The truth of the matter is that Stetz is trapped in a
hour, the interior of the ship begins filling with water bargain with a merrenoloth (see appendix A), tricked
and the magical propulsion ceases to function. Once into accepting its ludicrously one-sided deal in a
used in this way, this feature cannot be used until the
Rewards
next dawn. moment of desperation and despair. As part of this
bargain, the merrenoloth and its yugoloth allies are
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leaving Stetz with only “one coin in a thousand” and exchange for leaving them to continue trading. Yathex
hoarding the rest to further their own plans on the takes no part in the combat, other than to avoid it, and
lower planes. teleports away if Quothuz is defeated. Without the
merrenoloth, the ship begins sinking, disappearing
The Encounter beneath the sea over the course of 6 rounds.
Stetz’s ship, Surety on Unsure Seas, is docked at
Saltmarsh’s port. It is a sailing ship (see GoS, appendix
Outcomes
A) and appears to be in extremely poor repair. If the Some of the possible outcomes are listed below:
characters take the time to ask the locals about Stetz
• The characters successfully learn Captain Stetz’ secret
they may learn the following:
and return to the mariners’ guild.
• Stetz’s crew are few in number and do not frequent • The characters help Stetz drive off the yugoloths.
the town’s taverns. • The characters strike a new bargain with the
• Stetz’s crew only come ashore to pick up and drop off yugoloths.
cargo.
• Stetz’s first mate is a soft-spoken human woman Rewards
named Miral; she is well-liked around town but
For Captain Stetz’s secret, the mariners’ guild offers a
drives a hard bargain with merchants.
150 gp reward. If the Surety on Unsure Seas is still active,
• The ship’s pilot is an eerie figure who never seems to
it is permanently barred from making port at Saltmarsh
leave his post at the ship’s wheel, even when it is
and a bounty of 100 gp is offered for Captain Stetz for
docked.
consorting with fiends.
The crew of the ship is made up of the following NPCs: If the yugoloths are driven off, Captain Stetz offers
the characters his mariner’s armor, of a type of the DM’s
• 18 commoners of various races.
choosing, as thanks for saving him.
• Captain Stetz, a chaotic neutral human veteran.
If a bargain is struck with the yugoloths, they
• Mr. Hooman and Miss Normaal, two mezzoloths
regularly deposit what they claim is the party’s share of
magically disguised as an incredibly plain-faced
the funds in Saltmarsh every six months. This amount
human man and woman, respectively.
is equal to 4d100 gp. Diligent characters may notice
• Yathex, the ship’s merrenoloth pilot.
that this amount does not even come close to half the
• Quothuz, aka “Miral,” the ship’s first mate, who is
ship’s earnings and may wish to take action against the
actually a nycaloth disguised as a human woman.
duplicitous yugoloths.
If the characters attempt to confront Stetz directly, they
are asked to wait outside the ship, whereupon The Floating Island of Henestay
Quothuz, in the guise of Miral, greets them. If asked Encounter Level: 5+
about the ship’s secret trade routes, she declines to Encounter Type: Combat, Social, Exploration
comment and refuses to even speak of them. She tells
the characters that Stetz is far too busy to talk at the Encounter Overview: The characters stumble across
moment. a strange floating island while traveling the seas. The
The characters can either attempt to storm the ship island is inhabited by a group of cultists who worship
directly, or sneak on board while it is docked or at sea. the island, which is an unusually massive undead
Storming the ship while it is at port is unlikely to dragon turtle, kept animate by the cultists’ sacrifices.
succeed, as such action will quickly draw the town’s
guards—who will not look favorably on the characters
Background
for having instigated the violence. How the characters The dragon turtle Henestay was mortally wounded
sneak on board is up to them, but consider drawing during a particularly brutal storm many generations ago.
their attention to the large crates of sea biscuits that are A galley full of passengers lost its sails in the same storm
waiting to be hauled onboard. and, drifting through the ocean, collided with Henestay’s
Once the ship is at sea, or if they enter combat, the unconscious bulk. Henestay had been so covered in
yugoloths abandon their human disguises. Characters seaweed and debris that the sailors took the dragon
who reach Captain Stetz in his cabin may be able to turtle for an island and disembarked onto the “island’s”
convince him to aid them. The captain tells the shores. Being a superstitious people, the sailors
characters about his foolish bargain, stating that he has performed a human sacrifice to sanctify the island that
tried to drive the yugoloths off in the past, but lost rescued them. This profane ritual granted Henestay a
most of his crew in the attempt. form of necromantic healing that sustained the dragon
If the characters decide to leave after learning the turtle through its injuries. As it awakened, it demanded
truth, they will still receive their reward from the more sacrifices, finding that its hunger for food had
mariners’ guild. If they fight the yugoloths, Quothuz faded but that a hunger for blood sacrifices was growing
surrenders when reduced to half her hit points. She in its soul. It convinced its new islanders that it was a
offers the characters 50 percent of the ship’s earnings in god, and they have worshipped it as such ever since.
13
commoner), Grim Blacktoes (CE male halfling
The Encounter veteran), Ceralia Brightbloom (CE female elf druid),
This encounter can begin in place of a randomly and Marlan Brightaxe (CE male dwarf priest). Sefra
generated mysterious island on the “Encounters at Sea” leads the group and speaks for them if the characters
random encounters table in GoS, appendix A, or the come in to dock. She is a rough but affable woman in
DM can choose to have the characters encounter the her middle-years, with a slightly scarred face; her jet-
island at any time while the party is out on the open black hair flecked with gray, is worn in a single long
sea. braid. She congratulates the characters for finding
From a distance, Henestay appears as a normal, lush paradise and offers to let the characters spend the night
island, but one that floats untethered through the or “stay forever ,if you wish!” If you have appointed a
water, leaving a noticeable wake in the water behind it. “spokesperson” on the ship, they suggest that it may be
If the characters approach it, they will see a small a good time for a night of shore leave; if the crew’s
wooden dock where the locals, people of many quality score (see “Crew Members,” GoS, appendix A) is
different races wearing clothing from many different 3 or lower, they will be particularly insistent.
nations and cultures, are smiling and waving to them. If the characters decline the invitation, the islanders
The welcoming committee is composed of Sefra (CE make no attempt to stop them beyond expressing
female human gladiator), Alerea (CE female half-elf disappointment.
14
If the characters choose to stay the night they are led this effect only once. The crew’s quality score decreases
to a large longhouse constructed in a patchwork by 5, most members horrified at seeing one of their
fashion from parts of several ships. A single standing number willingly offered up for sacrifice in this way.
stone, overgrown and constructed of some strange If the characters disrupt the sacrifice and escape,
material, stands before the long house. The standing Henestay lazily chases the ship for a few miles but not
stone is made from one of the rib bones of Henestay; a at any real speed. The characters’ ship can easily
character who makes a successful DC 12 Intelligence outpace it. The crew celebrates their officers for
(Nature) check will notice that it is a single large, defending them; they gain the benefits of a day of shore
sculpted, and polished bone. leave and their quality increases by 3.
Sefra informs the characters that the islanders have Battling the dragon turtle is likely beyond the
decided to throw a dance in their honor, and asks that characters when they first reach the island, but if they
they pick one of their crew to be “Monarch of the manage to overcome it or decide to return later to do
Island” for the night. If you have appointed a so, they can harvest some of its mighty shell for their
spokesperson, (see “Additional Officer: Spokesperson,” hull. Plates of dragon turtle shell do not count as a hull
p. 19) they suggest picking a non-officer member of the in their own right, but increase the AC of the ship’s
crew, as it might cause resentment if the crew were all hull by 2.
overlooked in favor of the officers.
The “Monarch of the Island” is treated to every
delight the island has to offer; that person is seated at
Loose Ends
the high table in the long house and fed with the Encounter Level: 4
island’s finest foods and drinks. The party in the long Encounter Type: Combat, Social
house is rowdy, full of music, and the drink flows Encounter Overview: This is a revamp of the quest
freely. Insightful characters may wonder how the island in “Salvage Operation” (chapter 4) to make it tie
gets such a varied selection of food and alcohol from directly into other quests.
such varied climates. Toward the end of the
celebrations the “Monarch of the Island” is carried on a Background
chair down to the bone standing stone. The islanders
will then attempt to tie the selected monarch to the The following alterations are made to the background
stone and sacrifice them to “Great Henestay Upon the of “Salvage Operation”:
Waves” via ritual disembowelment. • The Emperor of the Waves was not damaged by a
If the characters attempt to stop the sacrifice, Sefra storm, but instead by the juvenile kraken that
explains that Henestay needs blood and souls to survive appears in the “The Styes” (chapter 8).
and will bestow a great gift on one of them if they • The island the cultists came from is the same island
allow the sacrifice. If the characters persist in stopping as the one featured in “Isle of the Abbey” (chapter 5).
the ritual the islanders turn hostile and attack. Most, When you come to running that adventure, the
other than those already mentioned, use the cultists now worship Tharizdun rather than the
commoner stat block and stay out of the fight. other suggested deities.
If the characters allow the ritual to go forward, the • The fracturing of the cultists’ island is between the
“Monarch of the Island” is slain and has their soul group who were turned to the worship of Tharizdun
consumed by Henestay; they cannot be restored to life under the influence of the aboleth Sgothgah and
by any means other than a wish or divine intervention those who still worship Lolth.
while Henestay yet lives. • The Tharizdun cultists enslaved those who kept to
Lolth, forcing them to use the Emperor of the Waves
Outcomes to capture the juvenile kraken for Sgothgah. It was
Some of the possible outcomes are listed below: this battle, rather than an attack by a random elder
octopus, that scuttled the ship.
• The characters allow the sacrifice. • Having retrieved the kraken and successfully
• The characters disrupt the sacrifice and escape. dominated its will, Sgothgah returns to finish off the
• The characters disrupt the sacrifice and slay Emperor of the Waves and any still aboard it, tie up
Henestay. loose ends, and test its new kraken thrall’s power.
Rewards The Encounter
If the characters allow the sacrifice, Sefra asks one The quest continues as normal until the characters
character to step forward to receive the “bounty of reach 10. Unholy Shrine. When Krell Grohlg attacks
Henestay.” That character is anointed with the blood of the characters, he seems panicked, exclaiming, “Your
the sacrificed and they receive the blessing of protection; mad god will not have me! It will not!” He also has an
additionally, they will sometimes, but not always, unhealed brand-mark in the shape of an asymmetrical
appear as undead when viewed using magic and spiral on his left arm; a character who makes a
abilities that detect the undead. A character can receive successful DC 16 Intelligence (Religion) check will
15
recognize it as the symbol of Tharizdun. The characters Of Festivals and Fetters
can stop the combat by assuring Krell that they’re not
being sent by a mad god and succeeding on a DC 18 Encounter Level: 3–5
Charisma (Persuasion) check. Encounter Type: Combat, Social
If persuaded to stop combat, Krell tells them that Encounter Overview: A grand festival is being
something is coming to finish him off and begs the thrown by Gellan Primewater in honor of the town’s
characters to take him away with them. alliance with the lizardfolk. During the festival, several
During this conversation, Sgothgah approaches the strangers to Saltmarsh arrive and and accuse several
ship and telepathically commands any of Krell’s prominent Traditionalist captains of involvement in
remaining spiders to attack the characters and Krell. It the slave trade, promping a tense standoff or even a
can control these creatures because it targeted them riot.
with its Enslave feature when it last came to the ship.
Its control over these creatures is absolute and is not
broken by damage.
Background
Krell panics, yelling, “He is here! He is here!” Saltmarsh has always lain within Waterdeep’s sphere of
repeatedly during this battle. If the spiders are all slain, influence, paying taxes to the Open Lord of that city
Sgothgah telekinetically opens the cells of the ghasts in and receiving its protection. Until recently that
12. Cargo Hold and orders the kraken to attack the protection was extremely hands-off, but Waterdeep
ship. has lately begun taking a more direct role in
The kraken attack plays out in the same way as the Saltmarsh’s affairs, sending more guards and officials to
Octopus Attack section in the book, but with the rule the town. The Traditionalist political faction
addition of Sgothgah using its Enslave feature on a opposes this, seeking more independence for
random character each turn until it has used all three Saltmarsh, while the Loyalists, many of whom are
daily uses. If it succeeds at Enslaving a character, the recent Waterdhavian settlers, support closer ties with
aboleth commands that character to throw themselves the mother city.
into the sea, where it uses them as a hostage to Gellan Primewater has his fingers in many pies,
exchange for Krell, if he still lives. If Krell is already always allowing his greed to lead his every choice and
dead, Sgothgah is pleased to simply observe the action. He has a long and sordid history of slave
kraken’s might from a distance, unseen from beneath trading, a history kept hidden from Saltmarsh and its
the waves. citizens, including his fellow Traditionalists. A few
Either way, if the characters escape the ship, a months ago, a Zhentarim agent purchased three slaves
shadow appears beneath their rowboat. Sgothgah at an illicit black market in Waterdeep and offered
either demands they hand over Krell, if he escaped, or them their freedom in exchange for traveling to
asks them a random, meaningless question using Saltmarsh and accusing several Traditionalist captains
telepathy, hoping that they will respond and allow it to of involvement in their enslavement. As an additional
use its Probing Telepathy. Sgothgah then allows the wrinkle, the Zhentarim agent is a dwarf and appeared
characters to return to their vessel without issue, not to the slaves wearing a poorly disguised uniform of the
considering them a threat to its plans. Waterdeep City Watch. This way, the Zhentarim
hopes to inflame tensions between the Traditionalists
Outcomes and Loyalists even if their deception is uncovered.
Some of the possible outcomes are listed below: The Encounter
• The characters rescue Krell. The festival begins a few hours before the evening meal.
• The characters fail to rescue Krell. Both Anders Solmor and Gellan Primewater sponsor the
• The characters are affected by Sgothgah’s Probing festival, with Gellan fronting most of the expense for the
Telepathy. entertainment and various exotic foods, while Anders
provides the plainer and more traditional fare from his
Rewards various fishing ships.
If Krell is rescued, he can be a useful ally in “Isle of the Present at this festival, as guests of honor, are small
Abbey” (chapter 5). He knows the island’s defenses and delegations of two or three lizardfolk, koalinth, merfolk,
layout, and details on the major players on the island. and locathah. The festival is held on Saltmarsh’s docks to
He does not know that the island has recently been accommodate the merfolk and locathah delegations, who
attacked by pirates. He can also tell them the location of prefer to leave the water only briefly. If the characters
his secret cache in the Skull Dunes, (see “Isle of the were responsible for the forging of this alliance in
Abbey”), buried in the sand at a location of the DM’s “Danger at Dunwater,” they are also treated as guests of
choosing. It contains 66 gp, 66 sp, 66 cp and a pair of honor and both Anders and Gellan clamber over one
slippers of spider climbing. Krell can also be hired as a another to give speeches in their honor from a raised
special crewmate, but he may try to convince other wooden dais placed on the docks.
crewmates to begin worshiping Lolth. The festival is an excellent opportunity to introduce
17
interact with them unless approached.
• Anders Solmor (LG male human noble) moves
through the festival with an effortless charisma that
many envy and admire. His interactions with both
the characters are genuine and heartfelt. He
expressed serious concern over the growing threat of
the sahuagin and sincere gratitude to the characters if
they helped organise this alliance. He speaks with
each of the delegations with friendly curiosity.
Skerrin Wavechaser (LE male human assassin) is
Anders’s shadow, as always, through the night.
Characters with a passive Perception of 16 or higher
may notice Skerrin’s eyes flashing to them on several
occasions, as the assassin works out whether the
characters will be an asset or a hindrance to the
Zhentarim’s designs on Saltmarsh.
The night goes by relatively well, with maybe a few
harmless misunderstandings between the lizardfolk
and/or koalinth delegates and the people of Saltmarsh,
until the arrival of the Zhentarim’s slaves. The slaves
are three human commoners, Lucia Blackford (CN
female human), Hahra Dirsk (LN male human) and
Bendohr Goldsong (LG male dwarf). Lucia Blackford is
the most vocal of the three, and is their appointed
spokesperson. The three make their way up onto the
dais and loudly accuse Traditionalist ship captains
Grindel Tallgloom (CE male human bandit captain)
or flesh out the political leaders of Saltmarsh. Examples
and Sevi Whitspell (LE female half-elf knight) of
of interactions with these political leaders are as
selling them into slavery. Both Tallgloom and
follows:
Whitspell work for Gellan Primewater and he
• Eda Oweland (CG female human noble), as the immediately jumps to their defense. Both Anders
senior member of the council, formally greets the Solmor and Eliander Fireborn respond with outrage,
delegations with every courtesy one might expect of demanding Tallgloom and Whitspell’s immediate
a diplomat. If the characters were involved in the arrests and Eda Oweland backs up Gellan, her longtime
creation of this alliance she asks them to join her in political ally and friend. The mood of the festival
this greeting. Characters with a passive Insight of 18 immediately becomes extremely tense, with both sides
or higher will notice that she is extremely quickly gathering supporters from the crowd and the
uncomfortable dealing with these outsiders. celebration suddenly splits into two angry mobs. The
• Gellan Primewater (NE male human noble) moves characters can choose to intervene at this point, and
from group to group at the event, pressing palms may be prompted to do so by members of the
with the high and low alike, giving and receiving delegations if they helped broker the alliance.
compliments like water. If the characters are guests Calming the mobs requires a successful DC 15
of honor he pays them particular attention, offering Charisma (Persuasion) check if the characters make a call
to introduce them to his tailor and inviting them to for unity, or a DC 15 Charisma (Intimidation) check if
dine with him at their earliest convenience. the characters use the threat of the sahuagin or if they
• Eliander Fireborn (LN male human gladiator) brandish weapons. If the characters fail to calm the
spends most of the evening speaking with the mobs, the situation quickly turns violent. If the
lizardfolk delegation and acting as their translators. characters choose to get involved, they can gain a great
The lizardfolk speak a little Common, but Eliander deal of respect from either the Traditionalists or
speaks Draconic far better. He thanks the characters Loyalists by fighting with them. If they do, most of
sincerely for their efforts, and likely tries to talk them Saltmarsh’s residents use the commoner stat block, but
into taking a tour of duty in Waterdeep’s City Guard. many use GoS’s various pirate stat blocks. The combat is
• Manistrad Copperlocks (LN female dwarf veteran) extremely unlikely to prove fatal for anyone, but can
sticks close to Eliander and the lizardfolk, intensely quickly escalate if the characters charge in with weapons
interested in the bone armor and weapons worn by drawn and spells flying. If the characters do not get
the lizardfolk. She quizzes them most of the night involved, many people are injured but no one is killed.
about their manufacture, finding common ground Neither faction thinks better or worse of the characters
with the lizardfolk’s industrious culture. She seems for their neutrality. Either way, Skerrin Wavechaser will
generally uninterested in the characters and does not use the distraction of the riot to quickly dispatch the
18
slaves, their task for the Zhentarim accomplished. told to make false accusations by a Waterdeep agent.
If the characters successfully calm the mob and Without the direct intervention of the characters, the
combat does not erupt, Anders suggests that the slaves are jailed and sent to Seaton for further
characters be allowed to question the slaves, citing interrogation. Tensions between the Traditionalists
their neutrality in Saltmarsh politics and, if they and Loyalists escalate, but not as much as if there had
brokered the alliance, their previous service to the been a full blown riot, as Eliander Fireborn is glad
town. The factions begrudgingly agree, and the slaves that “innocent” people were not wrongfully executed.
and the characters are led to the Council Hall, with the • The characters tell the council that the slaves were
Traditionalist leanings of the town guard being cited as told to make false accusations by someone pretending
the reason for ruling out the Barracks and Jail. The to be a Waterdeep agent. The council is horrified
characters are then left alone with the slaves. The that someone is attempting to sow division among
interrogation is a difficult task. The two male slaves them, causing the council to pull together as they
refuse to speak, looking to Lucia to speak for them. haven’t in many years. This is a serious setback to
The slaves are all deathly afraid of breaking their Skerrin Wavechaser’s plans and he may even mark
bargain with the Zhentarim and losing their promised the characters for death, sending Zhentarim spies
freedom, so all Charisma (Intimidation) checks are and/or assassins to kill them or infiltrate their
made at disadvantage. Attempts at Charisma vessel.
(Persuasion) are more likely to succeed, but getting the
full story out of the slaves will require more than just Rewards
high rolls on a d20. The characters will have to If the characters fail to prevent the riot and remain
accomplish the following three things over the course neutral, there are no rewards for this encounter.
of the interrogation to get the true story from the Characters who support the Traditionalists, either in
slaves: the riot or by exposing the slaves’ lies, are granted an
• Intuit that the slaves are lying with a successful DC extremely gaudy ring of water walking, inscribed with
14 Wisdom (Insight) check the Primewater family seal, by Gellan Primewater. The
• Convince the slaves that the characters will protect many gems encrusting this ring’s platinum band make
them with a successful DC 18 Charisma (Persuasion) it worth twice the normal value of an uncommon
check magical item.
• Convince the slaves that they should care about Characters who supported the Loyalists, either in the
innocent people suffering because of false accusations riot or by accusing captains of practicing slavery, are
with a successful DC 12 Charisma (Persuasion) check granted a suit of mariner’s armor of either leather, a
breastplate, or splint mail (their choice). This armor is
If all three of these things are accomplished, Bendohr
emblazoned with the seal of Waterdeep.
Goldsong breaks ranks with the others and tells the
Characters who expose the truth are granted both the
characters what really happened. Remember to note
above rewards as well as XP for a medium encounter at
that the Waterdeep uniform worn by the agent who
their level.
bought them was very poorly disguised and ill-fitting,
as this is something Bendohr specifically picked up on.
From here, the characters must decide what to tell the
Mutiny
people of Saltmarsh. Encounter Level: Any
23
Saltmarsh’s Fate You will likely want to introduce this undead fleet
before running this encounter. In general, the vessels that
Encounter Level: 10–12 sail under Sufocan’s banner use the same statistics as the
Encounter Type: Combat, Social Pale Prow, but Sufocan is replaced with a vampire spawn
Encounter Overview: Following the events of chapter and the ship has a normal rudder instead of being
7, “Tammeraut's Fate,” the cultists of Orcus continue to controlled by six vampire spawn. Those six vampire
plague the seas. This event expands on the “Extending spawn are replaced by wights.
the Adventure” section at the end of the quest. If the characters encounter the Pale Prow itself, the ship
has undergone several changes since Sufocan threw his lot
Background in with Orcus after the events of “Tammeraut’s Fate.” The
ship is constantly surrounded by a ghost fog (see “Ocean
Following the defeat of Syrgaul and the sealing of the Pit Environs,” appendix A, GoS) for a 1-mile radius, and it is
of Hatred portal, the forces of Orcus begin to regroup. equipped with the bones of endless toil and death vessel
With captain Syrgaul out of the way, a vampire pirate (see “Superior Ship Upgrades,” appendix A, GoS). Its crew
captain styling himself The Dread Admiral Sufocan has has also changed; its lookout is now a shadow demon,
begun terrorizing the seas with a small fleet of ships and a glabrezu serves as Sufocan’s second-in-command.
captained by his vampire spawn. Sufocan is still seeking Sufocan is also able to trigger a necromancy magical storm
the pearl heart of his lost love (see Pale Prow, GoS, p. 27), (see “Magical Storms,” appendix A, GoS) as an action. He
but has been brought under the thrall of Orcus by the carries Nightfall, a black-bladed sun blade that deals
promise that the lord of undeath will grant his love a necrotic instead of radiant damage.
second life as a vampire if Sufocan serves Orcus well. To It should be noted that as a demon lord, Orcus is not
better serve Orcus, Sufocan has created a large number of bound to keep this agreement he has made with Sufocan.
additional vampire spawn and used them to seize a small Indeed, Orcus is neither in possession of Sufocan’s love’s
fleet of vessels, which he is now using to stifle all trade soul or her body and so lacks both the means and the
coming in and out of Saltmarsh. Soon, Sufocan will have motives to fulfil his end of the bargain. Like all of Orcus’s
the forces necessary to launch a direct assault on Saltmarsh minions, the reward for success for Sufocan will be the
to turn it into the base of operations for his mighty consumption of his soul and the reanimation of his corpse
seaborn cult of undeath in hopes of finally receiving the as a mindless thrall.
promised reward from Orcus.
The Encounter the glabrezu and shadow demon and seize the Pale
Prow. From there, the characters must slay Sufocan in
While the characters are in Saltmarsh, a strange, the maelstrom. The maelstrom is 50 ft. wide and deep,
unnatural mist descends on the town one night, rolling is difficult terrain, deals 2d10 necrotic damage to all
in off the sea, while red lightning crackles behind it. creatures and objects within it. and is guarded at all
This mist is the ghost fog that surrounds the Pale Prow times by either the Pale Prow or two of Sufocan’s
and the lightning is from a maelstrom of abyssal energy vampire spawn’s vessels. Sufocan’s fleet is immune to
that Sufocan has created. Don’t bother keeping track of the necrotic damage dealt by the maelstrom. When
the specters that the ghost fog spawns, as this Sufocan is slain, his body reforms at the bottom of the
encounter is extremely unlikely to last more than an maelstrom. Slaying him there kills him forever and
hour in-game. If this encounter does last more than an seals the maelstrom.
hour, the specters spawn around the characters and
attack them. Outcomes
The bell begins ringing in the barracks, calling the
town guards to assemble. If the characters head to the Some of the possible outcomes are listed below:
docks, they arrive in time to join in the defense of the • If Sufocan is slain or driven off, the defenders of
docks against the first ship to arrive. The vessel docks Saltmarsh drive off his fleet and win the day. There
and begins expelling its crew of twenty zombies, six are many casualties on Saltmarsh’s side, but the
wights, and one vampire spawn. five skeletons stay survivors celebrate their victory and hail the
on deck, shooting arrows at people on the dock. There characters as heroes.
are several guards, including Eliander Fireborn (LN • If Sufocan forces the characters to retreat, Saltmarsh
male human gladiator), if he still lives. If Fireborn is is lost to the undead horde; its people are put to the
dead, he is replaced with Kraddok Stonehorn (LG male sword and raised as zombies. Over time, a small rift
human gladiator). Fireborn is fighting the zombies, to Orcus’s layer of the Abyss begins to form in
caught up within a hoard of them. He shouts to the Saltmarsh, allowing ever-more-powerful demons
characters to deal with the vampire spawn, and that he onto the Material Plane until Orcus himself is able to
has the zombies “under control.” As a gladiator, step through. The characters will have to rally
Fireborn is more than capable of looking after himself, quickly to have any hope of stopping this impending
but the vampire spawn and wights are slaughtering the apocalypse.
guards fighting them. Treat the characters fighting the • If Sufocan is completely destroyed, Orcus’s designs
vampire spawn and wights as a separate battle from on Saltmarsh are ruined and the undead fleet utterly
that of the guards, Fireborn, and the zombies. disperses. Any vampire spawn that escaped may
After the fight with the vampire spawn, continue to plague the coast for years to come, but
reinforcements arrive for both the undead and the none will ever rival the power and threat that was
defenders. If Stonehorn isn’t already on the docks, he the Dread Admiral.
now arrives with the entirety of Saltmarsh’s town • If Sufocan retreats successfully, he will bide his time
guards and all willing citizens, as does Eda Oweland, and regather his strength. Before attacking Saltmarsh
Manistrad Copperlocks, Anders Solmor, Skerrin again, he will seek out the characters and attempt to
Wavechaser, and any other Saltmarsh NPCs you may
wish to include. Don’t get overwhelmed with trying to
keep track of all of this; just treat it as flavor, like the
battle in “The Final Enemy.” The target for the
characters should, and must, be Admiral Sufocan.
As the Pale Prow approaches, Sufocan triggers the
necromancy magical storm as mentioned above, via a
magical blessing that Orcus has granted him. His ship
crashes directly into the docks, shattering the wood and
crushing two small fishing ships. Sufocan jumps down
from the deck and begins slaughtering guards. Those
he slays rise as zombies a turn later, swelling the ranks
of the invaders. If the characters don’t intervene, he
will quickly kill so many guards that the defenders will
be overwhelmed and Saltmarsh will fall. If the
characters are struggling with Sufocan, Eliander
Fireborn may join them. He has been fighting hard and
is reduced to half his hit points.
If Sufocan is defeated, his glabrezu first mate tries to
sail the Pale Prow away while Sufocan travels in mist
form to the maelstrom, which acts as his coffin. If the
characters are quick, they can board the ship, fight past
25
26
turn them into vampire spawn before tying them to adventure says the doors are unlocked if the temple is
cannon balls and throwing them overboard. He will in use, but ignore this; Binuth doesn’t want his rituals
never stop hunting the characters while he or they interrupted and Sgothgah is currently in hiding. It
still live. makes far more sense that he would lock the temple
after his congregation has arrived.
Rewards As the characters approach T5. Dark God’s Chapel,
the incessant chanting and droning of the cultists
If Saltmarsh is defended, the characters are hailed as
grows ever louder and more arrhythmic. As the
heroes yet again. If they have not previously been
characters enter the chamber, many of the nearly 100
granted the town’s silver raven figurine of wondrous
cultists fall to the ground, spasming and catatonic with
power, they are awarded it now, along with a purse of
the maddening ecstasy of the ritual. The others remain
1,500 gp. The characters are also asked to pick one of
standing, but are equally catatonic. For the purposes of
their number to join Saltmarsh’s council.
this encounter, the cultists are scenery, used only as set
If Sufocan is slain, the characters recover Nightfall
dressing for the battle with Binuth. They are all
and the Pale Prow. Both are considered by the people of
considered incapacitated for the next hour and will not
Saltmarsh as well within the characters’ rights to claim.
take part in combat in any form. However, Binuth has
The characters can choose what to do with Pale Prow,
a number of area of effect spells at his disposal and will
such as replacing their current ship with it, scuttling it
callously cast spells that injure or kill his followers.
to extract the bones of endless toil and death vessel
Binuth stands with his back to T6. and is the only
upgrades, selling it for a cool 20,000 gp, or adding it to
person not incapacitated in the chamber. He holds the
their fleet.
cult’s instrument of the bards (Cli lyre), which he uses to
The Spiral Song cast wall of fire the moment it appears the characters
are not here to bargain. He greets the characters in a
Encounter Level: 11–13 friendly enough manner, inquiring if they have come
Encounter Type: Combat, Social to “join the festivities.” He strums on his lyre as he
speaks, which strikes a discordant and unsettling note
Encounter Overview: The Temple of Tharizdun is with every strum. If the characters have been anything
presumed to be empty of cultists during the events of “The other than completely stealthy, this individual is not
Styes.” This encounter assumes the temple is full of cultists, Binuth, but an illusion created by the mislead spell.
details their behavior and combat with the characters, and Binuth himself is invisible, also due to the mislead spell,
introduces a new cult leader character: Binuth of the Spiral and is hiding among the cultists.
Song (maps are the end of the encounter). Binuth is happy to speak with the characters as long
as they don’t attack him, confident in his ability to win
Background them over. He quickly asks them if they want to hear a
The cult of Tharizdun has existed in the Styes for some song, and uses his Spiral Song feature regardless of
time before the arrival of “the Whisperer” to lead and their answer. If the characters succeed on the save,
manipulate them. In the text of the adventure they are combat will almost certainly begin. If the characters
leaderless before Sgothgah, even having an instrument still decide not to attack, Binuth is impressed with their
of the bards (Cli lyre) in storage to serve as their long- ability to resist him and asks if they will kill “the
awaited leader’s badge of office. This encounter gives whispering usurper” for him. He informs the characters
them such a mortal leader, a male halfling bard, long that the creature is downstairs. He doesn’t join the
since driven to madness and evil by the “song of characters.
Tharizdun” he hears in his mind. This cult leader chafes If the characters claim that they have come to join the
at his loss of prestige to “the Whisperer,” and may be cult, Binuth tells them they are at capacity, but he
willing to aid the characters if engaged in dialogue. giddily tells them that they are in luck because they can
“make space” for themselves—all they have to do is to
The Encounter kill a number of the incapacitated cultists equal to the
number of characters. If the characters comply, Binuth
You may choose to include this encounter either when is overjoyed and asks the characters to complete one
the characters first explore the Temple of Tharizdun, more task: “a little pest extermination in the basement.”
or have the characters return to the temple to clear out If the characters attack Binuth or if at least one of
the cult after defeating Sgothgah. If Sgothgah has them passes the saving throw against his Spiral Song,
already been defeated, the characters have no reason to he casts wall of fire between himself and the characters,
parlay with Binuth so use the combat element of this likely killing many cultists in the process, and combat
encounter as a standalone. The rest of this section begins.
assumes the encounter is taking part when the In combat, Binuth uses his bonus action to Hide
characters first arrive at the temple. behind the cultists whenever possible, striking out with
The approach to the temple is unchanged, with only enchantment magic at first, then switching to brutal
the sound of the growing drone of the chanting cultists area of effect spells if the enchantments are not
within the temple added to this encounter. The
27
working. If reduced below 20 hit points, Binuth
attempts to flee the temple, using polymorph to turn Binuth of the Spiral Long
into a giant shark as he jumps in the water and flees Small humanoid (halfling), chao�c evil
to safety.
Armor Class 12 (leather armor)
Outcomes & Rewards Hit Points 99 (18d8 + 18)
Speed 25 �.
Some of the possible outcomes are listed below:
STR DEX CON INT WIS CHA
• The characters make a deal with Binuth, he does not 10 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 20 (+5)
aid them in the battle against Sgothgah but will offer
them aid against the other aboleths and even the Saving Throws Dex +7, Cha +9
Skills Decep�on +9, Performance +9, Persuasion +9, Stealth
juvenile kraken. However, he will attempt to use +11
dominate monster on the kraken at the earliest Senses passive Percep�on 11
opportunity, turning it against the characters if he is Languages Common, Halfling
successful. Challenge 12 (8,400 XP)
• If the characters agree to join the cult and kill the
cultists for Binuth, Tharizdun marks them as his, Halfling Nimbleness. Binuth can move through the space of
any creature that is of a size larger than his.
even if the characters were being deceitful. Each
character gains a form of indefinite madness (see Unnaturally Stealthy. Binuth can a�empt to hide even when
“Madness Effects” in chapter 8 of the Dungeon Master's he is obscured only by a creature that is at least one size
Guide), and the symbol of Tharizdun appears on their larger than him. In addi�on he can hide as a bonus ac�on.
body as a twisted, writhing brand. Spellcas�ng. Binuth is an 18th-level spellcaster. His
• If the characters slay Binuth, they can claim his spellcas�ng ability is Charisma (spell save DC 17, +9 to hit
instrument of the bards (Cli lyre). This particular lyre, with spell a�acks). Binuth has the following bard spells
however, has been warped by Tharizdun’s touch, and prepared:
causes a form of indefinite madness (see “Madness Cantrips (at will): fire bolt, light, mage hand, pres�digita�on,
Effects” in chapter 8 of the Dungeon Master's Guide) shocking grasp
1st level (4 slots): charm person, cure wounds, dissonant
when attuned to. whispers, Tasha’s hideous laughter
2nd level (3 slots): crown of madness, hold person, mirror
image
3rd level (3 slots): fear, hypno�c pa�ern, slow
4th level (3 slots): compulsion, confusion, dimension door
5th level (3 slots): animate objects, dominate person, mislead
6th level (1 slot): eyebite
7th level (1 slot): prisma�c spray
8th level (1 slot): dominate monster
9th level (1 slot): true polymorph
ACTIONS
Dagger. Melee or Ranged Weapon A�ack: +6 to hit, reach 5
�. or range 20/60 �., one target. Hit: 4 (1d4 + 3) piercing
damage.
28
29
30
Additional Maps
Archipelago (1 sq = 30 ft)
31
The Skull Dunes
32
Agitated Sea (1 sq = 30 ft)
33
Blue Sea (1 sq = 30 ft)
34
Dark Blue Sea (1 sq = 30 ft)
35
Stormy Sea (1 sq = 30 ft)
36
Sunny Deep Blue Sea (1 sq = 30 ft)
37
Sunny Sea (1 sq = 30 ft)
38
Sunset Sea (1 sq = 30 ft)
39
Teal Sea (1 sq = 30 ft)
40
41
42
43
44
Ship Tokens
45
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