TEXT: Bring your campaign to life with this companion
  supplement for Ghosts of Saltmarsh
  SALTMARSH ENCOUNTERS
  
  SALTMARSH ENCOUNTERS
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast 
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
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  All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild.
  
  2
  Overview
  Credits
  Lead Design: M.T. Black
  Design: Ashley Warren, James Haeck, James 
  Introcaso, M.T. Black, Rich Lescouflair 
  Editing: Noah Lloyd
  Layout and Graphic Design: Rich Lescouflair
  Cover and Interior Art: Provided by Wizards of the 
  Coast and used with permission
  Special Thanks: Chris Lindsay, Wizards of the 
  Coast, and the DMs Guild Adepts
  Overview
  Saltmarsh Encounters presents sixty short encounters 
  to complement the Ghosts of Saltmarsh adventure 
  anthology. The supplement comprises the following 
  sections:
  • Random Encounters. Sixty random encounters for 
  the town, coast, and sea, with dozens of encounter 
  variations. It also includes a random name generation 
  table and suggestions for scaling the encounters.
  • Appendix 1. Monster & NPC Statistics. Statistics 
  for creatures listed in Volo’s Guide to Monsters or 
  Mordenkainen’s Tome of Foes.
  • Appendix 2. New Magic Items. New magic items used 
  in the encounters. 
   Saltmarsh Encounters requires use of the D&D 5th 
  Edition core rulebooks (Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual). When a creature’s 
  name appears in bold type, that’s a reference to its stat 
  block, most of which can be found in the Monster Manual. 
  If the creature is listed in another source, its stat block is 
  reproduced with permission in appendix 1.
  
  3
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  andom encounters can help the Dungeon 
  Master bring a location to life, creating the 
  impression that the adventure takes place 
  within a complex and dynamic ecosystem. 
  Random encounters also help with game 
  pacing, making players feel like genuine 
  effort is involved when they move through 
  potentially dangerous areas. They also provide fun 
  opportunities for you to improvise and often blossom into 
  ongoing campaign elements. 
   You can roll for random encounters as often as you 
  wish, but it is recommended you do so no more than 
  once per day. More frequently than that and the players 
  may become frustrated at their inability to move the 
  main story forward.
  encounter table
  The table below provides random encounters for the 
  town, coast, and sea.
  scaling the encounters
  The encounters presented here are aimed at tier-1 
  parties. Characters of 1st level may find some of the 
  combat encounters very dangerous, while 4th-level 
  characters will handle them more easily. 
   By the time the characters reach tier 2, they can 
  generally move around town and the nearby wilderness 
  without much trouble. However, if you want to scale up 
  any of the combat encounters to present tier-2 characters 
  with a greater challenge, follow these simple guidelines:
  • Where a single monster is indicated, it becomes 1d4 
  monsters. For example, the cyclops in the Eye Hard 
  encounter would be replaced with 1d4 cyclops).
  • Where a die is rolled to indicate the number of monsters, 
  increase the number of dice rolled by 2. For example, 
  the 1d8 + 1 giant lizards in the Off to See the Lizard 
  encounter would be replaced by 3d8 + 1 giant lizards.
  Encounter Table
  d20
  Town Encounters
  Coastal Encounters
  Aquatic Encounters
  1
  A Ghastly Affair
  Big Game Hunters
  Abandoned Ship
  2
  Barrel Bite
  Breaking Crab
  Anchors Aweigh
  3
  Boss Dog
  Cap'n Jackie
  Dead Whale
  4
  Corrupt Constable
  Drink Up!
  Driftwood
  5
  Flying Thief
  Eye Hard
  Gift from the Gods
  6
  Friend Finder
  Friendly Fishers
  Hairship
  7
  From the Deep
  Gatherers
  Hard to Port
  8
  Furry Friend
  Gone Fishing
  Jaws
  9
  Ghosts of Saltmarsh
  Hunter Trap
  Mellow Merrow
  10
  Grim Raven
  Landlocked
  Mephit Mayhem
  11
  Heads Up!
  Message In a Bottle
  Mutiny on the Prosperous
  12
  Hot Goods
  Off to See the Lizard
  Mysterious Melody
  13
  In the Stocks
  Rule of Ghoul
  Need a Bigger Boat!
  14
  On Guard
  The Green Bile
  Seafloor Death March
  15
  Rat Albert
  Tiny Growler
  Set in Stone
  16
  Smuggler Vendor
  Treasure Hunters
  Silver Fish
  17
  Specter Days
  Tribal Trouble
  Skeletal Beasts
  18
  Street Brawl
  Troll Bait
  Smoke on the Water
  19
  Street Performance
  What's in the Box?
  Whatever It Snakes
  20
  What the Shells Say
  Wolf and Fire
  You've Got Whale
  random encounters 
  
  4
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  encounter descriptions
  Following are the encounter descriptions in alphabetical 
  order. 
  a Ghastly affair
  A nauseating odor emerges from a dilapidated wooden 
  farmhouse. A few moments later, someone inside 
  begins screaming. If the characters enter, they find a 
  young man using an old chair to fend off a ghast that is 
  wearing a tattered, grimy dress. Roll a d4 to determine 
  the creature’s origin:
  1. 
  It is the young man’s wife, transformed by an ancient 
  family curse.
  2. 
  It escaped from the secret laboratory of a 
  necromancer, which is located a few miles out 
  of town. The necromancer comes looking for 
  the creature and gives the characters a bottle of 
  moonlight if they subdued it.
  3. 
  It was accidentally conjured from the abyss by an 
  incompetent hedge wizard.
  4. 
  It was formerly a thief who owed money to a minor 
  crime lord with a short temper and a wand of 
  polymorph.
  abandoned ship
  The characters encounter a ship floating in the middle of 
  the ocean, seemingly abandoned. Roll a d4 to determine 
  the ship’s nature:
  1. 
  This merchant sailing ship was attacked by pirates. 
  The deck is covered in corpses, but a deckhand 
  (commoner) hid in a barrel during the fight below 
  deck. The deckhand is still in the barrel. If the 
  characters find her, she begs them to pursue the 
  pirates.
  2. 
  This longship is crewed by forty specters of 
  warriors who only appear in the light of a full moon. 
  At all other times the ship appears abandoned. 
  When the specters appear, they attack other 
  creatures on their ship.
  3. 
  This keelboat contains crates of stolen weapons that 
  could sell for a total of 1d10 x 100 gp on the black 
  market.
  4. 
  This covered rowboat hides four sahuagin. The 
  monsters wait for someone to approach then rip off 
  the cover and attack!
  anchors aweigh
  The characters come across a beam of splintered timber 
  floating in the water. One end of a heavy rope is tied to the 
  beam, with the other end lost in the depths. The rope is 
  attached to an anchor of seafaring.
  Barrel Bite
  There is a squat wooden barrel standing in a lonely alley 
  with a gentle golden light coming from the open end. 
  Anyone looking inside sees a small pile of glowing gold 
  coins at the bottom of it. The barrel is a clever mimic that 
  has quietly hunted in this part of town for years. It attacks 
  anyone who attempts to retrieve the coins. 
  Big Game Hunters
  The characters encounter a group of creatures hunting 
  a much larger monster. If the characters are friendly, the 
  hunters ask them to come along. Roll a d4 to determine 
  the creatures encountered and the monster they hunt.
  1. 
  A group of 1d4 + 2 veterans from Saltmarsh hunt a 
  tyrannosaurus rex for sport.
  2. 
  A group of 1d6 + 2 lizardfolk track a giant crocodile 
  they hope to capture and train as a pet.
  3. 
  A group of 2d4 berserkers seek revenge against a 
  hydra that killed their friend.
  4. 
  A group of 1d4 + 1 knights that worship Bahamut 
  seek the lair of an adult black dragon.
  Boss dog
  A mangy, starving pack of 2d4 mastiffs, led by a savage 
  gray dire wolf, confront the characters in a quiet part 
  of town. Roll a d4 to determine what treasure the pack 
  might possess:
  1. 
  Nothing at all.
  2. 
  The dire wolf has a collar with a silver name tag that 
  says “Sabre.” The tag is worth 10 gp. 
  3. 
  One of the mastiffs recently swallowed a moonstone 
  worth 20 gp.
  4. 
  The pack has a den made of rags and debris in 
  a nearby alley. Amongst the garbage is an orb of 
  direction, which can be found with a successful DC 
  12 Wisdom (Perception) check.
  
  5
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  Breaking Crab
  A cast of 1d6 + 4 giant crabs, with bloodred shells, are 
  hulking over an enormous pile of dark green seaweed on 
  the beach. Roll a d4 to determine what lies beneath the 
  seaweed:
  1. 
  A suit of chitinous armor. 
  2. 
  An unconscious middle-aged woman dressed in 
  damp rags. If any magical healing is applied to her, 
  she awakes and reverts to her true form, that of a 
  deva. She does not reveal what her mission is on the 
  material plane or how she ended up incapacitated. 
  She does, however, offer to cast a commune spell in 
  order to assist the characters. 
  3. 
  A potion of resistance (radiant) in an onion-shaped 
  bottle made of green glass and inscribed with an 
  image of the sun.
  4. 
  The rotting remains of a drowned halfling. She is 
  dressed in dark leathers and wears a silver symbol 
  about her neck denoting her allegiance to the 
  Harpers. 
  Cap’n Jackie
  Near an old coastal road is a simple wooden palisade in 
  the shape of a ship, with a skull-and-crossbones flying 
  from a crude flagpole in the middle of it. 
   A human bandit captain calling herself “Cap’n Jackie” 
  stands inside the palisade and is accompanied by 1d4 + 2 
  bandits. She demands that any passersby handover their 
  “booty” or they will be “feeding the sharks tonight.” 
  Corrupt Constable
  A woman in a dirty, patched farmer’s smock approaches 
  the characters and tells them she is the town constable, 
  and they are under arrest on suspicion of arson. She 
  insists they come with her to the lockup, but then hints 
  she could let them go for “suitable recompense.”
   She is, in fact, the town constable, which is an office 
  assigned by lot every year. This particular person has 
  turned the office to profit by harassing strangers. Under 
  town law, she can lock up anyone on suspicion of a crime 
  until the local magistrate can hear the case, which usually 
  takes about 2 days.  
  dead whale
  A huge whale corpse floats in the sea. Roll a d4 to 
  determine what happens next:
  1. 
  A group of 2d6 reef sharks are in a feeding frenzy 
  on the corpse. They attack any creature or vessel that 
  comes within 30 feet of the remains.
  2. 
  With a successful DC 15 Wisdom (Perception) check, 
  someone notices a stitched-up wound in the whale’s 
  belly. Within are smuggled goods worth a total of 1d4 
  x 100 gp.
  3. 
  The whale remains explode when a creature or vessel 
  gets within 30 feet of it. Each creature within 30 feet 
  of the explosion must succeed on a DC 12 Dexterity 
  saving throw or take 5 (1d10) bludgeoning damage.
  4. 
  The whale is not dead, just resting. Any creature that 
  comes within 30 feet of the creature disturbs it, and 
  the whale attacks (use the killer whale statistics.) 
  driftwood
  The characters notice a piece of driftwood floating in the 
  ocean. Roll a d4 to determine what is interesting about 
  the driftwood:
  1. 
  The driftwood is contaminated with sewer plague. 
  A creature that touches the wood must succeed on 
  a DC 11 Constitution saving throw or contract the 
  disease (see “Diseases” in chapter 8 of the Dungeon 
  Master’s Guide).
  2. 
  The 2-foot length of driftwood is carved with the holy 
  symbol of a chaotic evil deity of the DM’s choice and 
  can be used as a club. When a creature holding the 
  driftwood utters a prayer to the deity as an action, the 
  creature gains a random form of short-term madness 
  (see “Madness” in chapter 8 of the Dungeon Master’s 
  Guide). While the creature wielding it is mad, the 
  driftwood gains a +1 bonus to attack and damage 
  rolls and is a magical weapon.
  3. 
  The driftwood is painted with a map that leads to a 
  shipwreck containing a chest of 1d6 x 100 gp.
  4. 
  A giant crab clings to the underside of the driftwood 
  and attacks any creature that disturbs it.
  drink up!
  Somewhere within the briny swamps beyond Saltmarsh is 
  a mysterious font of pure water, with a magnificent golden 
  chalice worth 100 gp submerged within it. A bloated 
  corpse lies next to the font. If a character examines the 
  corpse and succeeds on a DC 13 Wisdom (Medicine) 
  check, they learn that this person died of drowning.
   A creature that drinks once from the font randomly 
  gains one of the following beneficial effects:
  
  6
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  Minor Beneficial Effects
  1d4
  Effect
  1
  The water is pure and crystal clear. Any disease or 
  poison affecting you is cured, and you are immune to 
  disease and poison for the next 24 hours. 
  2
  The water has a twinge of salt, and you feel gills 
  sprout on your neck. For the next 24 hours, you can 
  breathe both air and water.
  3
  The water is as sweet as honey. You have a +10 bonus 
  on the next Charisma check you make.
  4
  The water is cold and rousing. You have a +10 bonus 
  on the next Wisdom (Perception) check or the next 
  time you roll initiative.
  A creature that drinks from the font a second time 
  randomly gains one of the following beneficial effects:
  Major Beneficial Effects
  1d4
  Effect
  1
  The water fills your body with warmth and vigor. For 
  the next 24 hours, you have resistance to cold and fire 
  damage.
  2
  The water sparkles with magic in your throat. The 
  next time you cast a spell, you cast it at the highest 
  level you can cast it, and it doesn’t consume a spell 
  slot. (Warlocks and all others without the Spellcasting 
  feature reroll this result.)
  3
  The water bubbles as if it were boiling. For the next 24 
  hours, you can cast enlarge/reduce at will, requiring 
  no material components.
  4
  The water tastes of victory. For the next hour, you are 
  immune to being frightened and gain 5 temporary hit 
  points at the start of each of your turns.
  A creature that drinks from the font a third time randomly 
  gains one of the following detrimental effects. Casting 
  remove curse halts any ongoing effects.
  Major Detrimental Effects
  1d4
  Effect
  1
  The cup adheres to your lips and begins gushing 
  water into your mouth uncontrollably. You begin 
  choking. You have a number of rounds equal to your 
  Constitution modifier to find a way to start breathing. 
  Otherwise, you drop to 0 hit points and are dying. 
  You can tear the cup from your lips by making a 
  successful DC 15 Strength check as an action; you 
  take 7 (2d6) slashing damage on a successful check.
  2
  The cup tastes vile. You must succeed on a DC 
  16 Constitution saving throw or take 3 (1d6) acid 
  damage every minute for the next 24 hours. You can 
  repeat this saving throw if you drink at least 1 gallon 
  of water or vomit.  
  3
  The cup turns ice cold and blasts you with freezing 
  water that envelops your entire body in thick ice. You 
  are restrained for the next 24 hours, or until someone 
  deals 50 fire or bludgeoning damage to the ice. 
  Whenever the ice takes damage, you also take half 
  that damage.
  4
  A tentacle emerges from the cup, then another, and 
  then another, until a giant octopus bursts from the 
  cup and attacks you. 
  eye Hard
  The characters come across a 12-foot high cave in a rocky 
  escarpment near the beach. The cave is blocked by a large 
  boulder, from behind which come the sound of combat. 
  Rolling the boulder aside requires a successful DC 19 
  Strength check. 
   The cave beyond goes about 100 feet back into the 
  escarpment and terminates in a capacious and irregularly 
  shaped chamber. There, a cyclops is fighting 6 bandits 
  who crept into her cave while she was out. They intended 
  to steal her only item of value, a figurine of wondrous 
  power (silver raven). 
  
  7
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  Flying thief
  A flying beast swoops from the sky, attempting to take 
  food or a shiny object (such as a brooch or necklace) 
  from a character and then retreat with it. Roll a d4 to 
  determine the beast that attempts to steal from the 
  characters:
  1. 
  A seagull (use the raven statistics without the 
  Mimicry feature)
  2. 
  An osprey (use the blood hawk statistics)
  3. 
  A swarm of seagulls (use the swarm of ravens 
  statistics)
  4. 
  A giant bat (nighttime only)
  Friend Finder
  The party is approached by two commoners looking for 
  their missing friends (two other commoners), last seen 
  near one of the local taverns. If the party investigates and 
  succeeds on a DC 13 Intelligence (Investigation) check, 
  they locate a witness to the events. Roll a d4 to determine 
  what happened:
  1. 
  Their friends were killed behind the tavern for money 
  owed to a bandit captain and four bandits. The party 
  shows up while the bandits are trying to clean up the 
  murder scene.
  2. 
  The friends were drunk and accidentally bumped 
  into a noble who had them wrongfully arrested for 
  assault. The party can plead their case either to 
  the noble or the local guards by making a DC 14 
  Charisma (Persuasion) check.
  3. 
  The two friends wandered into an abandoned 
  building and became the latest victims of a vampire 
  spawn that nests there.
  4. 
  The witness directs them to a location outside town, 
  and it turns out to be an ambush. The commoners 
  work for a band of three thugs that attempt to rob 
  the party.
  Friendly Fishers
  There are 2d6 fishers on the beach, about to set out on a 
  trip. They appear to be hardy, rustic folk, and their boat is 
  made of strong, gray wooden planks. The fishers call out 
  a friendly greeting to the characters when they see them. 
  Roll a d4 to discover who the fishers are:
  1. 
  They are ordinary commoners from Saltmarsh, 
  looking to earn a humble living. They are short-
  handed that day and invite the characters to help 
  them in return for a share of the catch.
  2. 
  They are ordinary commoners from Saltmarsh, but 
  they are not fishing today. One of their number has 
  come by a map purporting to show where treasure 
  can be found on a small, coastal island. They implore 
  the characters to accompany them and offer a 
  generous share of the treasure if they agree.
  3. 
  Most of the fishers are ordinary folk, but two of them 
  are deep scions in disguise, looking to abduct more 
  victims for their master, the leviathan.
  4. 
  They are bandits in the employ of a local enchanter, 
  who has tasked them with kidnapping some local folk 
  so she can enslave them in her underwater tower. 
  From the deep
  As the characters move through Saltmarsh, they 
  encounter a creature from the depths of the ocean moving 
  about the town. Roll a d4 to determine the creature 
  encountered:
  1. 
  A plesiosaurus harpooned by a fisherman 
  (commoner) chased the poor sap back on land, and 
  now rampages through Saltmarsh.
  2. 
  A group of 3d6 sahuagin attacking Saltmarsh.
  3. 
  A terrified giant octopus was dropped into 
  Saltmarsh by a recent storm. The beast attacks any 
  creature that comes near, panicking. A character 
  who succeeds on a DC 20 Wisdom (Animal 
  Handling) check can approach the octopus without 
  being attacked.
  4. 
  Auntie Saltsore, a sea hag, walks the town disguised 
  as an old crone named Lissel Winterkiss and begs 
  for help defeating a gang of sahuagin who killed her 
  husband, Arvin. She is looking for treasure-laden 
  adventurers to send into the lair of a nearby dragon 
  turtle, so she might secure the behemoth’s help as a 
  bodyguard in the future.
  
  8
  randOm enCOunters
  Furry Friend
  The characters encounter a beast in the streets of 
  Saltmarsh. Roll a d4 to determine the nature of this 
  encounter:
  1. 
  A stray cat that meows at them loudly. The cat 
  follows the characters, continuing to meow at 
  inconvenient times (such as when they are trying to 
  be stealthy) until they give it food. The cat disappears 
  once fed but finds the characters again 1d6 days later.
  2. 
  A stray mastiff approaches with a bone in its mouth, 
  dropping it at their feet. The bone is a human femur 
  from a pirate burial site. If not returned to the site, 
  a wraith attacks the characters every evening at 
  midnight. A character who succeeds on a DC 15 
  Wisdom (Animal Handling) check gets the mastiff to 
  lead the characters back to the site.
  3. 
  A baboon runs by and snatches a pouch or other item 
  from a character’s belt. If the characters give chase, 
  the baboon leads them to a house where its master, a 
  thug, and her 2d4 friends (bandits) attack, demanding 
  the characters hand over all their belongings.
  4. 
  A wererat in rat form becomes infatuated with one of 
  the characters. The wererat waits until that character 
  is separated from the rest and attempts to bite the 
  person and infect the character with lycanthropy.
  Gatherers
  The characters encounter a group of creatures out 
  gathering natural resources. Roll a d4 to determine the 
  creatures encountered, the items they gather, and their 
  reaction to the characters:
  1. 
  A group of 2d6 jackalweres loyal to Granny 
  Nightshade (see “The Dreadwood” in chapter 1 of 
  Ghosts of Saltmarsh) gather spell components for the 
  hag. They attack the characters if they notice them.
  2. 
  A group of 3d6 goblins loyal to Keledek the 
  Unspoken (see “Tower of Zenopus” in chapter 1 of 
  Ghosts of Saltmarsh) capture live creatures for the 
  mage’s experiments. The goblins try to avoid the 
  characters but attack if the characters approach.
  3. 
  A group of 1d12 + 2 lizardfolk hunt for food. The 
  lizardfolk avoid the characters but will attack if 
  threatened. A character who succeeds on a DC 
  12 Charisma (Persuasion) check convinces the 
  lizardfolk to talk with them. The lizardfolk can share 
  information about local landmarks.
  4. 
  A friendly group of 2d4 fishermen or trappers 
  (commoners) from Saltmarsh searches for their 
  quarry. If they notice the characters, they offer to 
  share a meal and any information they know about 
  the area.
  Ghosts of saltmarsh
  As the characters move through Saltmarsh, they 
  encounter a ghost with unfinished business. Roll a d4 to 
  determine the nature of the ghost.
  1. 
  The ghost was a male half-orc named Curvin Scully. 
  He was murdered by Skerrin Wavechaser (see 
  chapter 1 of Ghosts of Saltmarsh) years ago for 
  speaking out against the Scarlet Brotherhood. Curvin 
  wants the characters to help him expose Skerrin’s 
  misdeeds to the people of Saltmarsh.
  2. 
  The ghost was a female human pirate named 
  Bleeding Betty. She died at sea when her ship, the 
  Drunken Dog, was caught in a storm. She cannot rest 
  until each piece of her ship is at the bottom of the 
  sea, which all are save for one, the piece of driftwood 
  used to carve Eliander Fireborn’s leg (see chapter 1 
  of Ghosts of Saltmarsh).
  3. 
  The ghost is the spirit of an enemy the characters 
  faced and killed. It attacks the characters, fighting to 
  the death.
  4. 
  The ghost is a friend or relative of one of the 
  characters. They ask the character to dig up a 
  treasure hidden on a mysterious island (see appendix 
  A of Ghosts of Saltmarsh).
  Gift from the Gods
  A small, gray box is floating on the ocean. It is 1 foot 
  square, 6 inches deep, and badly charred. It is constructed 
  from a highly durable synthetic material that none of the 
  characters have seen before. 
   Anyone examining the box and making a successful 
  DC 12 Wisdom (Perception) check notices 4 minor 
  indentations on one side. Pressing these simultaneously 
  causes the box to open. Inside is a laser pistol with 10 
  shots remaining. See “Firearms” in chapter 9 of the 
  Dungeon Master’s Guide for more information.
  
  9
  randOm enCOunters
  Gone Fishing
  A young gnome girl (commoner) named Remia is sitting 
  on the docks, holding a fishing pole that is straining 
  under the weight of whatever is caught on the hook. 
  Upon spotting the characters, she calls for their aid! A 
  successful DC 15 Strength check helps Remia foist the 
  creature onto the dock. Roll a d4 to determine what 
  creature Remia caught. Whatever the creature, it is not 
  happy:
  1. 
  A young merfolk named Arielle, tangled in seaweed 
  and kelp. Arielle was lurking too close to the shore 
  when she got hooked on Remia’s line.
  2. 
  A giant octopus that glows a faint purple. A 
  successful DC 16 Intelligence (Arcana) check reveals 
  that the creature is likely a mage’s familiar.  
  3. 
  A hostile sea spawn that claws at the characters.
  4. 
  A dying reef shark that is caught in a fishing net. 
  The shark is frightened, and, if released from the net, 
  attempts to flop back into the water.  
  Grim raven
  There is a black raven, baleful and ancient, perched on a 
  water barrel. As the characters pass it croaks, “There is 
  blood everywhere!” Roll a d4 to determine the identity of 
  the raven:
  1. 
  The raven is owned by the local cartwright who 
  taught it the phrase as a perverse joke. 
  2. 
  The raven was the companion of a middle-aged 
  farmer who was recently captured by a local cult 
  of elementalists. This is the last phrase the raven 
  heard its owner speak before he was sacrificed to the 
  elemental power. If treated well, the raven can lead 
  the characters to the sacrifice site.
  3. 
  The raven has a prophetic gift and mindlessly calls 
  out foretellings about anyone nearby. It is owned 
  by a nomadic woman, dressed in colorful robes, 
  who emerges from the shadows and offers to let 
  the raven perform more foretellings in return for an 
  exorbitant fee.
  4. 
  The creature is a corrupt wereraven, intent on 
  robbing the characters. It attempts to lure them down 
  a secluded alley with grim though intriguing sayings, 
  like “Death stands before you,” and “The devil will 
  see you now.” If the characters take the bait, the 
  wereraven transforms into hybrid form and attacks. 
  Hairship
  An elf conjurer in a small ship made of lacquered hair 
  hails the characters. He asks them to give him their hair, 
  stating that, due to their skill and bravery, it has special 
  properties he can use. Roll a d4 to determine what 
  compensation the conjurer offers:
  1. 
  2d6 x 10 gold pieces
  2. 
  An onyx statue depicting a sea deity, worth 80 gp and 
  said to bring luck to seafarers
  3. 
  1d4 + 1 potions of healing
  4. 
  A robe of useful items
  Hard to Port
  The party’s ship encounters a rank 2 whirlpool (see 
  appendix A in Ghosts of Saltmarsh) connected to the 
  elemental plane of water. On the same round, 1d3 
  water elementals come out from the whirlpool and 
  attack the ship.
   If the party is also the ship’s crew, they can make their 
  group whirlpool check and take combat actions during 
  the same turn. Party members within 10 feet of an 
  elemental have disadvantage to their roll when making a 
  whirlpool check.
   If the ship has its own crew, resolve whirlpool checks 
  as normal. At the end of a turn, each party member must 
  succeed on a DC 12 Dexterity saving throw or fall prone 
  as the ship sways back and forth. A party member that 
  fails its save three times in a row falls off the railing into 
  the whirlpool.
  
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  Heads up!
  As the characters move through Saltmarsh, something 
  from above falls on them. Roll a d4 to determine what hits 
  them as they pass.
  1. 
  A noble empties the contents of a chamber pot out of 
  a high window onto the characters. The DM decides 
  if this is on purpose or by accident.
  2. 
  A seagull (use the raven statistics without the 
  Mimicry trait) poops on a random character of the 
  DM’s choice. Some see this as a sign of good luck!
  3. 
  A dead albatross falls from the sky on a random 
  character of the DM’s choice. The bird was killed by a 
  scout’s rogue arrow during target practice. The scout 
  is upset because killing an albatross is supposed to 
  bring bad luck.
  4. 
  The shadow of an adult bronze dragon falls over the 
  characters as the wyrm flies over Saltmarsh on the 
  way back to its lair.
  Hot Goods
  A spy “mistakenly” bumps into the party members, 
  planting an exquisitely crafted necklace on one of them 
  before vanishing into the shadows. A successful DC 12 
  Wisdom (Perception) check locates the necklace. This 
  check can be passive or can also be made with advantage 
  if the party decides to search through their belongings.
   The necklace is a forgery (worth 10 gp) but is a replica 
  of one recently stolen from a local dignitary. Attempting 
  to sell or appraise the necklace at a local shop or market 
  causes the party to be confronted by 1d6 guards led by 
  a veteran.
  Hunter trap
  The characters encounter a trap set by hunters to catch 
  prey. Roll a d4 to determine the nature of the trap.
  1. 
  The trap is a spike pit (see “Sample Traps” in chapter 
  5 of the Dungeon Master’s Guide). A lizardfolk 
  comes by to check the trap every 12 hours.
  2. 
  The trap is a falling net (see “Sample Traps” in 
  chapter 5 of the Dungeon Master’s Guide) rigged 
  with tiny bells. A nearby group of 3d6 kobolds comes 
  to check the net when it falls.
  3. 
  The trap is a collapsing roof (see “Sample Traps” 
  in chapter 5 of the Dungeon Master’s Guide) set in 
  a one-room ruined building filled with wood coins 
  painted gold. A nearby group of 2d6 orcs watch the 
  trap and attack when it is triggered.
  4. 
  The trap is a sphere of annihilation (see “Sample 
  Traps” in chapter 5 of the Dungeon Master’s Guide) 
  left on the stone wall of a crumbling ruin.
  in the stocks
  There is a tribal warrior named Jasna in the town stocks. 
  Many days ago, she became separated from her tribe and 
  eventually wandered into town, disoriented and starving. 
   Jasna found herself in the local inn and asked for food 
  and drink, which she consumed. She had no money and 
  assumed it was free, as it is the custom of her tribe to 
  feed strangers. She does not know how long the town 
  plans to imprison her in the stocks. Her debt to the 
  innkeeper is 8 sp. 
  
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  Jaws
  A giant shark begins hunting the party. Any character 
  with a passive Wisdom (Perception) score of 13 or higher 
  spots the shark fin 1d6 rounds before it attacks.
  Landlocked
  A group of 1d6 + 1 merfolk are caught in a shallow, 
  briny lagoon, several hundred yards from the coast. 
  They made their way here via a swollen estuary during a 
  recent storm and became trapped when the storm waters 
  receded. They plead for help, with the leader offering an 
  anklet of walking in return for aid. Roll a d4 to determine 
  who interrupts the negotiation between the merfolk and 
  the characters:
  1. 
  A group of 2d6 bandits who believe they can sell the 
  merfolk into slavery for a solid profit.
  2. 
  A flock of 1d4 perytons who want to add some 
  seafood to their diet.
  3. 
  An aggressive pair of giant toads that want the 
  lagoon for their own.
  4. 
  1d6 + 2 swarms of ravens, driven into a frenzy by the 
  presence of a nearby sea hag.
  mellow merrow
  A merrow rises to the surface near the party and, 
  speaking in Aquan, demands to know why they are 
  trespassing on its territory. It is a lazy creature that does 
  not really wish to fight, and so it suggests the characters 
  pay an appropriate toll. If the gift is suitably valuable, the 
  merrow might even lend them assistance, giving them 
  directions and warning them about sea monsters.
  mephit mayhem
  Somewhere nearby is a portal to the Plane of Water, 
  allowing mephits to pass through into the material plane. 
  The characters encounter 1d8 + 2 of these mephits. Roll a 
  d3 to determine the nature of the mephits encountered:
  1. 
  These ice mephits follow the characters and wait 
  until someone wanders off alone. Then they attack 
  that character, cackling with glee.
  2. 
  These mud mephits follow the characters, 
  complaining about anything and everything that 
  bothers them. Whenever the characters find treasure, 
  the mephits beg for some.
  3. 
  These steam mephits have helpful information 
  about the surrounding area where they encounter the 
  characters. They relay this information by following 
  the characters around and giving orders and insults.
  message in a Bottle
  The characters discover a corked bottle with a scroll of 
  parchment inside. Roll a d6 to determine the document’s 
  nature:
  1. 
  The parchment is a map that leads to Cove Reef, 
  the wreck of the Marshal, or Warthalkeel ruins (see 
  appendix A of Ghosts of Saltmarsh).
  2. 
  The parchment contains a coded message 
  understood by creatures that know thieves’ cant. It 
  describes the date and time a boat of smuggled goods 
  will arrive at the docks in Saltmarsh.
  3. 
  The parchment contains a message from a captive 
  begging for help in one of the following locations: 
  Abbey Isle, the haunted house, the lizardfolk lair, 
  or the sahuagin fortress (see chapter 1 of Ghosts of 
  Saltmarsh).
  4. 
  The parchment contains a recipe for truth serum (see 
  “Poisons” in chapter 8 of the Dungeon Master’s Guide).
  5. 
  The parchment contains a prophecy of doom, 
  describing an imminent attack or disaster that will 
  befall Saltmarsh.
  6. 
  The parchment is a spell scroll containing a 1st-level 
  wizard spell of the DM’s choice.
  mutiny on the Prosperous
  The characters encounter a longboat containing three 
  dehydrated people dressed in torn naval uniforms. A 
  round-faced, balding man identifies himself as Captain 
  Wolf. He was commander of a naval vessel called the 
  Prosperous up until two days ago, when the crew 
  mutinied. Captain Wolf and his two senior officers were 
  put on the longboat and cast adrift with neither food nor 
  water. He promises the characters 500 gp if they help him 
  recapture his ship. 
  
  12
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  mysterious melody
  The characters hear a haunting song on the wind. Roll a 
  d4 to determine the song’s origin:
  1. 
  A group of 2d10 merfolk sing the song as part of a 
  memorial to their friend who recently passed away 
  battling sahuagin. The merfolk seek revenge for their 
  friend after the funeral.
  2. 
  A group of 2d4 ravenous harpies sing the song, 
  trying to draw the characters near.
  3. 
  A sea hag pretending to be an elderly female merfolk 
  sings a song about how she has no friends with 
  whom to share her vast collection of treasure and 
  gems. She attempts to lure the characters into a cave 
  with 1d4 merrow and ambush them.
  4. 
  A chaotic good awakened killer whale with an 
  Intelligence score of 10 (+0) that speaks Common 
  sings a song about how much it loves to eat fish. 
  If the characters feed the whale, it leads them to a 
  submerged coffer with 50 gp inside.
  need a Bigger Boat!
  The characters encounter two creatures, one much larger 
  and more powerful than the other, locked in a battle. The 
  smaller creature signals to the characters for help. Roll a 
  d4 to determine the nature of the battle.
  1. 
  A merfolk battles a hunter shark.
  2. 
  A merfolk battles a giant shark.
  3. 
  A steam mephit is chased by a dragon turtle.
  4. 
  A young bronze dragon battles an adult green 
  dragon.
  Off to see the Lizard
  In a foul and dismal swamp, the characters encounter 
  a cracked and broken statue of some reptiloid deity. A 
  lounge of 1d8 + 1 giant lizards slink all over the statue 
  and around the base. They are aggressive and attack 
  anyone who comes close. Roll a d4 to discover what 
  happens after the characters defeat the lizards:
  1. 
  There is a chalice of colors submerged in the murky 
  water near the idol, which can be located with a 
  successful DC 15 Wisdom (Perception) check.
  2. 
  The statue is unstable and can be easily knocked 
  over; doing so, however, triggers an old glyph of 
  warding. Each creature within 10 feet of the statue 
  must make a DC 13 Dexterity saving throw. A 
  creature takes 3d8 thunder damage on a failed saving 
  throw, or half as much damage on a successful one. 
  Underneath the statue is a rusted iron strongbox full 
  of 300 claw-shaped electrum pieces. 
  3. 
  A lizardfolk shaman emerges from the mist, wearing 
  a headdress of dull feathers. In faltering common it 
  thanks the characters for disposing of the lizards, as 
  they were preventing it from worshipping the idol. It 
  offers to do them a small favor in return.
  4. 
  The characters notice a small, empty recess carved 
  into the top of the stone base with the word “Gifts” 
  engraved next to it in draconic. Anyone placing 10 
  gp or more in the recess regains 1d4 + 1 hit points. 
  You can only benefit from this effect once per day, 
  resetting at dawn. Anyone removing coins from the 
  recess takes 1d6 necrotic damage.  
  
  13
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  On Guard
  The characters witness the Saltmarsh town guard in 
  action, fighting crime. If the characters help the 1d4 
  guards, the guards don’t forget it and could help the 
  characters in the future should they get into trouble with 
  the law in Saltmarsh. Roll a d4 to determine the nature of 
  the crime with which the guards deal:
  1. 
  The guards battle 2d4 smugglers (bandits) who 
  resist arrest.
  2. 
  The guards are trying to rescue a cat stuck on a 
  20-foot-high building ledge.
  3. 
  The guards take a lengthy report from a sobbing 
  noble about a group of 1d4 thugs that took his coin 
  purse. 
  4. 
  The guards are assembling a search party to look for 
  a missing child.
  rat albert
  A pack of 1d4 swarms of rats comes scurrying down 
  the street, attacking the pedestrians as they go. If the 
  characters engage the rats in combat, a portly man named 
  Albert comes running toward them, begging them to stop. 
  Roll a d4 to determine who Albert is:
  1. 
  Albert is a recluse who lives on the edge of town 
  with his pet rats. He happens to be an expert 
  eavesdropper and can share lots of town gossip with 
  the characters, provided they don’t harm his pets.
  2. 
  Albert is the local rat catcher. He was keeping these 
  rats alive to show to the local cleric, as he believes 
  they might be carrying the plague. 
  3. 
  Albert is a wererat and the rat pack are his mates. 
  Should any harm come to the pack, he curses the 
  characters then seeks them out in rat form later that 
  evening.
  4. 
  Albert is the demi-god Raxivort, who has been hiding 
  out in Saltmarsh for the last few months. If the 
  characters harm any of the rats, he is furious and 
  sends 2d4 xvarts to attack them at night.
  rule of Ghoul 
  There is a shipwreck on the beach, with splintered planks, 
  torn canvas, and other bric-a-brac scattered all around the 
  smashed hull. 1d4 ghouls lurk on the broken deck, feeding 
  on the bloated and sodden corpses. One of the ghouls is 
  wearing a hat and coat, scavenged from the vessel’s dead 
  captain. Roll a d4 to determine the nature of the ship:
  1. 
  It was a merchant vessel from Neverwinter named 
  the Azure Dove. It was carrying a wooden crate 
  containing clockwork toys and exotic lamps, most 
  of which are now ruined beyond hope of repair. The 
  only remaining item is a tin cat that plays a tiny fiddle 
  when wound up. It is worth 40 gp.
  2. 
  It was a transport ship named the Western Edge, 
  which was carrying a mercenary company called the 
  Scarlet Hounds. There is much reusable armor and 
  weaponry amongst the wreckage, along with a set of 
  bellows of breezes.
  3. 
  It was a pirate ship named the Savage Sun. A locked 
  chest in the captain’s cabin contains: 1600 cp, 600 sp, 
  60 gp, 5 blue quartz gems (15 gp each), 1 spell scroll 
  of misty step, and 3 potions of healing.
  4. 
  It was an astral skiff named the Vicious Saint and 
  was crewed by githyanki. On one of the corpses is a 
  saturated scroll titled “Invasion Plan,” though the rest 
  of the text has been ruined by water.
  seafloor death march
  A grim parade of skeletons marches across the seafloor, 
  carrying an ark emblazoned with the holy symbol of a 
  god of the uncaring sea like Procan (in Greyhawk) or 
  Umberlee (in the Forgotten Realms). The ark is filled with 
  golden relics and the skeletons wear iron holy symbols. 
   Four skeletons carry the ark, while 2d10 more march 
  beside them, brandishing weapons or carrying the poles 
  of banners that have long since rotted away. If the ark is 
  opened, all creatures within 30 feet of the ark that can see 
  it must make a DC 13 Constitution saving throw, taking 
  21 (6d6) radiant damage on a failed save or half as much 
  damage on a successful one. If this damage reduces the 
  creature to 0 hit points, it dies and becomes a skeleton 
  bound to carry the ark for eternity. The newly created 
  skeleton places all its wealth and magic items in the ark. 
   Casting remove curse on a cursed skeleton ends its 
  undeath, but it remains dead. If the creature is returned 
  to life by a spell such as raise dead, it must make a 
  Wisdom saving throw with a DC equal to 15 minus the 
  level of the spell used to resurrect it. On a failure, the 
  spell has no effect.
  
  14
  randOm enCOunters
   The ark contains the bones of a hierophant, as well 
  as the following treasure: one magic item and several 
  glittering, golden art objects. To determine this treasure, 
  roll once on Magic Item Table F, twice on the 25 gp Art 
  Objects table, and once on the 250 gp Art Objects table, all 
  of which are in chapter 7 of the Dungeon Master’s Guide.
   If you repeat this encounter, the ark has been taken up 
  by a different group of skeletons, and it contains a new set 
  of treasure. 
  set in stone
  Many fathoms below the sea are the ruins of an 
  underwater temple. Colorful lichen and coral grow in 
  clusters on the remaining stone archways, but most of the 
  stone has eroded from the deep-sea current. 
   It is deathly quiet at this depth. Among the ruins is a 
  circle of six stone figures, each posing in prayer with 
  arms lifted upward toward the surface far above. Each 
  figure is a stone golem. A stone pillar that once served as 
  an altar is covered in seaweed, and a successful DC 16 
  Intelligence (Investigation) check discovers a bright blue 
  gemstone embedded in the top. Touching the gemstone 
  activates the stone golems; they lower their arms but do 
  not attack. 
   A character who spends an hour attuning to the 
  gemstone can control one stone golem but must have 
  the gemstone in their possession at all times. Losing the 
  gemstone relinquishes control of the golem. The golem 
  can be commanded to swim and can navigate above 
  water.
  silver Fish
  A school of glowing, silvery fish dart through the water, 
  surrounding the characters and staying with them until 
  dawn the next day. These fish are a gift from Valkur or a 
  similar ocean-themed divinity. If someone catches and 
  eats one of the fishes, roll a d4 to see what happens:
  1. 
  You gain 2d6 temporary hit points.
  2. 
  You are cured of blindness, deafness, a disease, or a 
  curse (the player chooses which).
  3. 
  You gain a swim speed of 60 feet for 72 hours.
  4. 
  You can breathe underwater for 72 hours.
   You only obtain a magical benefit the first time you eat a 
  fish. Eating subsequent fish from the school has no effect. 
  skeletal Beasts
  Granny Nightshade (see “The Dreadwood” in chapter 1 
  of Ghosts of Saltmarsh) has been experimenting with the 
  corpses of sea creatures, turning them into skeletons and 
  then releasing them into the Dreadwood’s rivers that lead 
  to the Azure Sea. These creatures attack the characters, 
  fighting to the death. Roll a d6 to determine the skeletal 
  creatures the characters encounter:
  1. 
  2d4 reef sharks
  2. 
  1 giant octopus
  3. 
  1 hunter shark
  4. 
  1 swarm of quippers 
  5. 
  1d10 killer whales
  6. 
  1 giant shark
  A skeletal creature uses the beast’s statistics with the 
  following changes:
  • The creature is undead and doesn’t require air, food, 
  drink, or sleep.
  • It is immune to poison damage and the exhaustion and 
  poisoned conditions.
  • It is vulnerable to bludgeoning damage.
  smoke on the water
  A moderate wild magic fog surrounds the party’s ship. 
  While traveling through the fog, they encounter several 
  waterborne creatures. Roll a d4 to determine the 
  attackers:
  1. 
  1d4 nereids
  2. 
  1d4 water weirds
  3. 
  A coven of 3 sea hags
  4. 
  1 marid
  smuggler vendor
  A vendor (spy) approaches the characters, asking if they 
  are interested in a special sale. Roll a d6 to determine 
  what the vendor sells:
  
  15
  randOm enCOunters
  1. 
  Exotic animals 
  2. 
  Imported alcohol
  3. 
  Poison (see chapter 8 of the Dungeon Master’s 
  Guide)
  4. 
  Potions of healing and vials of antitoxin
  5. 
  Vials of acid and alchemist’s fire
  6. 
  Weapons and armor
  The vendor is a smuggler who sells these goods at a 1d4 
  x 10 percent discount from the normal prices. A character 
  who succeeds on a Wisdom (Insight) check opposed by 
  the vendor’s Charisma (Deception) check can tell the 
  goods were smuggled into Saltmarsh.
   If the characters’ actions result in the vendor’s arrest or 
  death and you roll this encounter again, the new vendor 
  attacks the characters with 1d4 + 1 thugs.
  specter days
  The characters are passing a very dark and narrow alley 
  when they hear a piteous wailing. Upon investigation, they 
  find 1d4 specters attacking someone in the shadows. 
  The specters are grim, merciless, and dressed in ragged 
  seafaring clothing. The survivors of a pirate attack, they 
  were put aboard a life raft and left to perish on the open 
  ocean. They have now made their way back to shore to 
  take their revenge on the living. Roll a d4 to discover the 
  identity of their victim:
  1. 
  A retired farmer dressed in a fine woolen tunic who 
  was taking her daily stroll about town. 
  2. 
  A young burglar with a missing hand who was 
  attempting to break into one of the houses facing 
  the alley.
  3. 
  A priest of Lathander, dressed in a tidy black 
  cassock. She is temporarily overwhelmed with fear 
  but takes courage and begins fighting back if the 
  characters come to her aid. 
  4. 
  A trim, middle-aged man with flaming red hair and 
  a bushy moustache. He is a spy affiliated with the 
  Zhentarim and is very grateful if the characters save 
  him, promising to do them a favor.
  street Brawl
  Two or more people brawl in the streets of Saltmarsh. 
  Roll a d4 to determine the participants and the reason for 
  the brawl:
  1. 
  A group of 3d6 fishermen fight with 3d6 miners. Use 
  the commoner statistics for all participants. The 
  dispute began in a tavern when a fisherman insulted 
  the miners and spilled out into the street.
  2. 
  In an alley, a gang of 1d6 Scarlett Brotherhood thugs 
  assault a noble who publicly disparaged Anders 
  Solmor.
  3. 
  Two groups of 2d4 bandits fight in the street. The 
  groups are rival weapon smugglers in a war for 
  territory.
  4. 
  Two drunk (poisoned) commoners have a fist fight 
  in the street over one of the following problems: a 
  family feud, a financial debt, a political argument, 
  a romantic affair, or the spreading of false rumors 
  (DM’s choice).
  street Performance
  The characters witness a performance in the street. Roll a 
  d4 to determine the performance’s nature:
  1. 
  A mage uses the mage hand and prestidigitation spells 
  to perform minor tricks while her partner, a spy, moves 
  through the audience and picks people’s pockets.
  2. 
  Two gladiators spar in the street. They challenge 
  passersby to battle one of them for a wager of 
  5 gp. If contestants win a one-on-one battle to 
  unconsciousness, their money is doubled.
  3. 
  Four acolytes of Procan sing hymns to their god as 
  a quartet. Each carries a bucket, which they hold 
  out to passersby, asking for donations to the temple. 
  Characters who give a donation of 5 gp or more gain 
  inspiration as they feel their spirits lifted.
  4. 
  A young noble plays a lute outside a house, 
  attempting to woo someone within. A second angry 
  noble bursts from the house and threatens the 
  performer.
  
  16
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  the Green Bile
  The party encounters several locals near the marsh 
  inlet of the Kingfisher River. They’ve heard rumors that 
  a mystic in the area possesses a salve that can stop the 
  effects of age and fatigue. The mystic lives in a small 
  grotto south of the inlet.
   The mystic is actually a green hag selling a salve 
  made from the excretions of her four pet giant frogs. 
  She attempts to give “free samples” to the party. 
  Anyone applying the salve must succeed on a DC 14 
  Constitution saving throw or become poisoned for 24 
  hours. The hag attacks if confronted but attempts to flee 
  if visibly outmatched.
  tiny Growler
  The characters are in a heavily wooded area when they 
  hear a low, hooting growl. Anyone making a successful 
  DC 13 Intelligence (Nature) check identifies the sound 
  as an owlbear. The growling gets louder as the nearby 
  bushes begin rustling. 
   A few moments later, a tiny owlbear appears from the 
  undergrowth. The creature is a juvenile and is just 2 feet 
  at the shoulder though it has an especially loud growl. It 
  lost its mother to a griffon attack and has been on its own 
  for some time. It is more curious than aggressive, though 
  it will naturally defend itself from violence. At the DMs 
  discretion, it may be possible to domesticate it.
   If combat breaks out, the creature has the same 
  statistics as a mastiff.
  treasure Hunters
  The characters encounter 1d4 + 2 scouts who are 
  scouring the area in search of treasure. One of them has a 
  treasure map said to be created by Four-Fingers Framir, a 
  famous pirate. Roll a d4 to determine the group’s situation:
  1. 
  They are hopelessly lost and ask the characters to 
  help them back to town.
  2. 
  They are being hunted by 1d6 + 4 lizardfolk and beg 
  the characters to help them.
  3. 
  They are in good shape and admit they are treasure 
  hunters but don’t reveal that they think the treasure 
  is nearby. 
  4. 
  They have already found Four-Fingers’ treasure and 
  are headed back to town. They are very close-lipped 
  and wary.  
  tribal trouble
  The characters come across a few simple reed huts 
  occupied by 1d10 + 5 tribal warriors, along with their 
  spouses and children. The warriors are dressed in 
  snakeskin leather and entwine colorful feathers in their 
  hair. Most of them are wearing beautiful lapis lazuli 
  necklaces, worth 25 gp each. The tribal warriors initially 
  try to warn the characters off but become hospitable if 
  offered a small gift. Some of them are then willing to 
  trade their necklaces for gold. 
  troll Bait
  While walking in a thickly wooded area near the coast, 
  the adventurers hear a scream. Upon investigating, they 
  find a middle-aged man dressed only in a ragged pair of 
  breeches and chained to a tree. A hideous troll slowly 
  creeps toward him.
   If freed, the man tells the characters he was chained 
  there by the inhabitants of a small nearby hamlet, who 
  feed “undesirables” to the troll in order to keep it pacified. 
  If asked why he is an undesirable, he cheerfully admits he 
  is a petty thief. 
  
  17
  randOm enCOunters
  what the shells say
  Adventurers about to set sail are often advised to visit the 
  famous soothsayer, Calypso, before embarking. Calypso is 
  an elderly elf of unknown age. She requires no payment 
  for her divination services, and no one is quite sure what 
  provides her arcane abilities. Her fortune telling studio 
  faces the ocean but is inconspicuous; a successful DC 13 
  Wisdom (Perception) check spots the wooden sign in the 
  shape of an eye. The sign is slightly bloated from constant 
  sea spray. Inside the small shack are gemstones and 
  glowing salt lamps, lit from within by small candles. 
   Calypso speaks little and responds to questions 
  cryptically. She uses the augury spell and employs 
  seashells in her readings, tossing a handful of them onto 
  her round table. For an additional element of flavor, roll a 
  d4 to determine Calypso’s response:
  Calypso’s Response
  1d4
  Response
  1
  “The clouds will remain heavy during your travels. 
  Storms herald both endings and beginnings.”
  2
  “Listen to the birds: they are harbingers of doom or 
  wonder.”
  3
  “Shallows are not always safer. Don’t fear the quiet, 
  dark depths.”
  4
  “Never board a ship without a gift. Safe travel 
  requires an offering.”
  what’s in the Box?
  An old box bound with crisscrossing metal latches washes 
  up along the shore. The latches are patterned over each 
  other in an intricate design that must be opened in the 
  right order. A successful DC 14 Wisdom (Insight) check is 
  required to solve the latch puzzle. Roll a d4 to determine 
  the nature of the box:
  1. 
  Armed with a poison gas trap (DC 15 to notice and 
  disarm). If triggered, each creature must succeed on 
  a DC 15 Constitution saving throw or take 16 (3d10) 
  poison damage and become poisoned for the next 24 
  hours. Each hour, the poisoned creature can repeat 
  the saving throw, ending the effect on a success. The 
  box is empty.
  2. 
  Contains a common magical item (DM’s choice).
  3. 
  Armed with a glyph of warding that activates when 
  the box is opened. The glyph has the explosive runes 
  effect and deals cold damage. The box contains 
  valuable gems worth 300gp.
  4. 
  The box is actually a mimic. It carries an uncommon 
  magical item (DM’s Choice).
  whatever it snakes 
  There are 2d4 constrictor snakes swimming in the ocean. 
  These strong creatures are 8 feet long and colored gray 
  with reddish-brown splotches along their body. Roll a d4 
  to determine what happens next:
  1. 
  The snakes quietly slide aboard the characters’ vessel 
  (if they have one), seeking out a warm, dry place to 
  rest before they go hunting.
  2. 
  The snakes belong to a sea hag who holds them 
  with thin silver leashes. She rises to the surface 
  and demands the party hand over their treasure, 
  threatening to unleash her “pets” if they refuse.
  3. 
  The snakes stop about 100 feet from the characters 
  and pace them from that distance for the rest of the 
  day. At sunset, they close and attack. 
  4. 
  Behind the snakes is a huge cloud of hissing steam. As 
  the snakes come closer, the characters see that they 
  are fleeing a salamander, which is thrashing about in 
  the ocean and causing the nearby water to boil. This 
  poor creature was teleported into the middle of the 
  ocean as a punishment by its master, an evil wizard. If 
  the characters have a vessel, the salamander struggles 
  toward it and tries to climb aboard.
  wolf and Fire
  A pile of old, chewed bones sits outside a dank, shadowy 
  cave. Anyone making a successful DC 13 Wisdom 
  (Perception) check hears a low snoring coming from 
  within. There is a werewolf in hybrid form sleeping there. 
  It attacks immediately if disturbed.
   The cave is cluttered with mostly worthless bric-a-brac; 
  however, a successful DC 13 Wisdom (Perception) check 
  uncovers a small wooden crate containing 5 flasks of 
  alchemist’s fire. 
  You’ve Got whale
  The characters encounter 1d4 killer whales. These huge, 
  sleek creatures are hostile and immediately attack the 
  party. They are the “pets” of a sahuagin priestess named 
  Kedrah, who summons the whales from the depths using 
  a pearl-encrusted conch when prey comes near. The 
  conch is not magical but is worth 80 gp. Kedrah wears 
  a key made of coral around her neck, which unlocks a 
  treasure-filled strongbox in the nearby, underwater temple 
  of the shark-god Sekolah.
  random name Generator
  Use the following table to generate random names for the 
  folk of Saltmarsh:
  d20
  First name
  Surname
  1
  Airic
  Auldargh
  2
  Ardena
  Bardell
  3
  Baltasar
  Blazewall
  4
  Brida
  Buckroar
  5
  Caradoc
  Diarmada
  6
  Caspar
  Elmbere
  7
  Cristina
  Fairvern
  8
  Elsha
  Hazelsmith
  9
  Jonata
  Ivybeck
  10
  Kilian
  Maplesky
  11
  Lesley
  Moonlaw
  12
  Marlein
  Runehorn
  13
  Moryn
  Scrollford
  14
  Oriana
  Stiobhard
  15
  Ott
  Stormthrall
  16
  Reaghan
  Vinesong
  17
  Turi
  Wintercot
  18
  Ursel
  Wolff
  19
  Wendel
  Wormgelly
  20
  Wynne
  Yellowleigh
  
  18
  aPPendix 1 | mOnster & nPC statistiCs
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  deep scion
  Medium humanoid (shapechanger), neutral evil
  Armor Class 11
  Hit Points 67 (9d8 + 27)
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, thieves’ cant
  Challenge 3 (700 XP)
  Shapechanger. The deep scion can use its action to polymorph 
  into a humanoid-piscine hybrid form, or back into its true form. 
  Its statistics, other than its speed, are the same in each form. 
  Any equipment it is wearing or carrying isn’t transformed. The 
  deep scion reverts to its true form if it dies.
  Amphibious (Hybrid Form Only). The deep scion can breathe 
  air and water.
  Actions
  Multiattack. In humanoid form, the deep scion makes two 
  melee attacks. In hybrid form, the deep scion makes three 
  attacks: one with its bite and two with its claws.
  Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands.
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  Psychic Screech (Hybrid Form Only; Recharges after a Short 
  or Long Rest). The deep scion emits a terrible scream audible 
  within 300 feet. Creatures within 30 feet of the deep scion must 
  succeed on a DC 13 Wisdom saving throw or be stunned until 
  the end of the deep scion’s next turn. In water, the psychic 
  screech also telepathically transmits the deep scion’s memories 
  of the last 24 hours to its master, regardless of distance, so long 
  as it and its master are in the same body of water.
  Conjurer
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (–1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The conjurer has the following wizard 
  spells prepared:
  Cantrips (at will): acid splash,* mage hand,* poison spray,* 
  prestidigitation
  1st level (4 slots): mage armor, magic missile, unseen servant*
  2nd level (3 slots): cloud of daggers,* misty step,* web*
  3rd level (3 slots): fireball, stinking cloud*
  4th level (3 slots): Evard’s black tentacles,* stoneskin
  5th level (2 slots): cloudkill,* conjure elemental*
  *Conjuration spell of 1st level or higher
  Benign Transportation (Recharges after the Conjurer Casts a 
  Conjuration Spell of 1st Level or Higher). As a bonus action, 
  the conjurer teleports up to 30 feet to an unoccupied space 
  that it can see. If it instead chooses a space within range that 
  is occupied by a willing Small or Medium creature, they both 
  teleport, swapping places.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  appendix 1. monster & nPC statistics
  
  19
  aPPendix 1 | mOnster & nPC statistiCs
  enchanter
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (–1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 5 (1,800 XP)
  Spellcasting. The enchanter is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The enchanter has the following wizard 
  spells prepared:
  Cantrips (at will): friends, mage hand, mending, message
  1st level (4 slots): charm person,* mage armor, magic missile
  2nd level (3 slots): hold person,* invisibility, suggestion*
  3rd level (3 slots): fireball, haste, tongues
  4th level (3 slots): dominate beast,* stoneskin
  5th level (2 slots): hold monster*
  *Enchantment spell of 1st level or higher
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) 
  bludgeoning damage if used with two hands.
  Reactions
  Instinctive Charm (Recharges after the Enchanter Casts an 
  Enchantment Spell of 1st Level or Higher). The enchanter tries 
  to magically divert an attack made against it, provided that the 
  attacker is within 30 feet of it and visible to it. The enchanter 
  must decide to do so before the attack hits or misses. 
   The attacker must make a DC 14 Wisdom saving throw. On a 
  failed save, the attacker targets the creature closest to it, other 
  than the enchanter or itself. If multiple creatures are closest, the 
  attacker chooses which one to target.
  nereid
  Medium fey, any chaotic alignment
  Armor Class 13
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  17 (+3) 
  12 (+1) 
  13 (+1) 
  14 (+2) 
  16 (+3)
  Skills Acrobatics +5, Nature +3, Stealth +5, Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Aquan, Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Amphibious. The nereid can breathe air and water.
  Aquatic Invisibility. If immersed in water, the nereid can make 
  itself invisible as a bonus action. It remains invisible until it 
  leaves the water, ends the invisibility as a bonus action, or dies.
  Mantle Dependent. The nereid wears a mantle of silky cloth the 
  color of sea foam, which holds the creature’s spirit. The mantle 
  has an AC and hit points equal to that of the nereid, but the 
  garment can’t be directly harmed while the nereid wears it. If 
  the mantle is destroyed, the nereid becomes poisoned and dies 
  within 1 hour. A nereid is willing to do anything in its power to 
  recover the mantle if it is stolen, including serving the thief.
  Shape Water. The nereid can cast control water at will, requiring 
  no components. Its spellcasting ability for it is Charisma. This 
  use of the spell has a range of 30 feet and can affect a cube of 
  water no larger than 30 feet on a side.
  Speak with Animals. The nereid can comprehend and verbally 
  communicate with beasts.
  Actions
  Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. 
  or range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and 
  the target is blinded until the start of the nereid’s next turn.
  Drowning Kiss (Recharge 5–6). The nereid touches one creature 
  it can see within 5 feet of it. The target must succeed on a DC 13 
  Constitution saving throw or take 22 (3d12 + 3) acid damage. On 
  a failure, it also runs out of breath and can’t speak for 1 minute. 
  At the end of each of its turns, it can repeat the save, ending the 
  effect on itself on a success.
  Water Lash. The nereid causes a 5-foot cube of water within 60 
  feet of it to take a shape of its choice and strike one target it 
  can see within 5 feet of that water. The target must make a DC 
  13 Strength saving throw. On a failed save, it takes 17 (4d6 + 
  3) bludgeoning damage, and if it is a Large or smaller creature, 
  it is pushed up to 15 feet in a straight line or is knocked prone 
  (nereid’s choice). On a successful save, the target takes half as 
  much damage and isn’t pushed or knocked prone.
  
  20
  aPPendix 1 | mOnster & nPC statistiCs
  sea spawn
  Medium humanoid, neutral evil
  Armor Class 11 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 20 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  8 (−1) 
  15 (+2) 
  6 (−2) 
  10 (+0) 
  8 (−1)
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Aquan and Common but can’t speak
  Challenge 1 (200 XP)
  Limited Amphibiousness. The sea spawn can breathe air and 
  water, but needs to be submerged in the sea at least once a day  
  for 1 minute to avoid suffocating.
  Actions
  Multiattack. The sea spawn makes three attacks: two unarmed 
  strikes and one with its Piscine Anatomy.
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Piscine Anatomy. The sea spawn has one or more 
  of the following attack options, provided it has the 
  appropriate anatomy:
   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
   Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d6) poison damage, and the target must 
  succeed on a DC 12 Constitution saving throw or be poisoned 
  for 1 minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
   Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 12) if it is a Medium or smaller creature. 
  Until this grapple ends, the sea spawn can’t use this tentacle 
  on another target.
  wereraven
  Medium humanoid (human, shapechanger), lawful good
  Armor Class 12
  Hit Points 31 (7d8)
  Speed 30 ft. (fly 50 ft. in raven and hybrid forms)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  15 (+2) 
  14 (+2)
  Skills Insight +4, Perception +6
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses passive Perception 16
  Languages Common (can’t speak in raven form)
  Challenge 2 (450 XP)
  Shapechanger. The wereraven can use its action to polymorph 
  into a raven-humanoid hybrid or into a raven, or back into its 
  human form. Its statistics, other than its size, are the same 
  in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its human form if it dies.
  Mimicry. The wereraven can mimic simple sounds it has heard, 
  such as a person whispering, a baby crying, or an animal 
  chittering. A creature that hears the sounds can tell they are 
  imitations with a successful DC 10 Wisdom (Insight) check.
  Actions
  Multiattack (Human or Hybrid Form Only). The wereraven 
  makes two weapon attacks, one of which can be with its 
  hand crossbow.
  Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, 
  or 4 (1d4 + 2) piercing damage in hybrid form. If the target is 
  a humanoid, it must succeed on a DC 10 Constitution saving 
  throw or be cursed with wereraven lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Hand Crossbow (Humanoid or Hybrid Form Only). Ranged 
  Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage.
  xvart
  Small humanoid (xvart), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 7 (2d6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  14 (+2) 
  10 (+0) 
  8 (−1) 
  7 (−2) 
  7 (−2)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 8
  Languages Abyssal
  Challenge 1/8 (25 XP)
  Low Cunning. The xvart can take the Disengage action as a 
  bonus action on each of its turns.
  Overbearing Pack. The xvart has advantage on Strength 
  (Athletics) checks to shove a creature if at least one of the 
  xvart’s allies is within 5 feet of the target and the ally isn’t 
  incapacitated.
  Raxivort’s Tongue. The xvart can communicate with ordinary 
  bats and rats, as well as giant bats and giant rats.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  
  21
  aPPendix 1 | mOnster & nPC statistiCs
  This appendix details magical items that can be found in 
  this product. 
  anchor of seafaring
  Wondrous item, uncommon 
  This item consists of a 2-foot-long central iron shaft with 
  an upper crosspiece and two curved iron bars at the base. 
  Attached to it is a thick wooden rope. You can use an 
  action to speak the anchor’s command word and the rope 
  magically lengthens until the anchor touches bottom or 
  the rope reaches its maximum length of 1 mile. If you use 
  an action to speak the command word, the rope shortens 
  until it is 4 feet long.  
  anklet of walking
  Wondrous item, uncommon 
  While wearing this anklet, you can stand on and move 
  across any liquid surface as if it were solid ground.
  Bellows of Breezes
  Wondrous item, uncommon
  These bellows are made from brown leather and 
  hardwood, with a brass nozzle. You may use an action to 
  pump the bellows causing them to exhale a line of strong 
  wind 60 feet long and 10 feet wide for 1 minute. Each 
  creature that starts its turn in the line must succeed on a 
  DC 15 Strength saving throw or be pushed 15 feet away 
  from the bellows in a direction following the line.
   Any creature in the line must spend 2 feet of movement 
  for every 1 foot it moves when moving closer to the 
  bellows. The wind disperses gas or vapor, and it 
  extinguishes candles, torches, and similar unprotected 
  flames in the area. It causes protected flames, such as 
  those of lanterns, to dance wildly and has a 50 percent 
  chance to extinguish them.
   As a bonus action on each of your turns before the 
  effect ends, you can change the direction in which you are 
  pointing the bellows.
   Once you have used this property of the bellows, it can’t 
  be used again until the next dawn.
  Bottle of moonlight
  Wondrous item, uncommon
  This crescent-shaped bottle is made of pale stone and 
  contains a thick, silvery liquid. When you use an action 
  to pour this liquid on a lycanthrope, that creature 
  immediately assumes its bestial form for 1 hour. 
  Chalice of Colors
  Wondrous item, uncommon
  Once this colorful glass chalice is filled with water, you 
  can use your action to throw the contents in any direction. 
  The liquid turns into a blinding array of flashing, colored 
  light. Roll 6d10; the total is how many hit points of 
  creatures are affected. Creatures in a 15-foot cone 
  originating from you are affected in ascending order of 
  their current hit points (ignore creatures that can't see).
   Starting with the creature that has the lowest current 
  hit points, each creature in the cone is blinded until the 
  end of your next turn. Subtract each creature's hit points 
  from the total before moving on to the creature with the 
  next lowest hit points. A creature's hit points must be 
  equal to or less than the remaining total for that creature 
  to be affected.
   Once you have used this property of the chalice, it can’t 
  be used again until the next dawn.
  Chitinous armor
  Wondrous item, uncommon
  This armor consists of a coat and leggings of fish-skin 
  leather covered with overlapping pieces of chitin taken 
  from giant crab shells. While wearing this armor, you can 
  breathe underwater. In all other respects, it is identical to 
  scale mail.
  Orb of direction
  Wondrous item, common
  While holding this orb, you can use an action to 
  determine which way is north. This property functions 
  only on the Material Plane.
  appendix 2. new magic items
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/Saltmarsh Encounters.pdf