The grandstands next to this racecourse are filled with cheering fairgoers ringing bells, swinging rattles, and waving flags. On the starting line, eight giant snails are having their shells scrubbed by pixies.
Above the circular course, a wooden gantry hangs from the branches of a central tree, where two goblins officiate the proceedings.
Snail racing is a highly competitive, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”).
If at least half the characters participate in a snail race, the carnival’s mood rises by 1 step (see “Tracking Mood” in Chapter 1: Witchlight Carnival). If anyone breaks the rules, the mood lowers by 1 step.
Each of the eight giant snails is assigned a crew of three pixies to prepare it for a race. The snails are unusually fast, wear colored caparisons, and have numbered saddles strapped to their shells. Their racing numbers, names, and team colors are given in the Giant Snails table.
Number Name Team Color1ShellymooPink2NimblefootBlue3High RoadPurple4QuickleafGreen5FlowerflashYellow6WhizzyOrange7BreakneckRed8Queen’s MajestyBlack
Every snail needs a jockey, and any saddles not filled by characters are filled by other attendees (use the commoner stat block to represent these NPCs). All the snails and their riders begin at the start line; fireworks signal the start of the race, after which the riders race their snails to the finish line.
On a whiteboard or notepad, jot down the giant snails, their numbers, and their riders. Next to the names, keep a running total of how far each snail travels in feet during the race. The course is 480 feet long.
Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by itself. Without riders, the snails are an even match, but a jockey can try to improve a snail’s performance by patting its shell or speaking words of encouragement at it.
Initiative rolls are unnecessary. Once per round, each jockey can make a DC 12 Wisdom (Animal Handling) check. On a successful check, the jockey’s snail moves an extra 10 feet that round, or 20 feet if the check succeeds by 5 or more. On a failed check, the jockey’s snail moves 10 feet slower that round, or 20 feet slower if the check fails by 5 or more. The race ends when one or more snails travel the 480 feet needed to cross the finish line.
If two or more snails cross the finish line in the same round, determine the winner of the race by having those snails’ jockeys each roll a d20. The highest roll determines the winner, with one snail narrowly claiming victory. If the roll for first place is tied, the race ends in a tie, and each winning jockey receives the first-place prize (see “Prizes” below).
Signs posted in the stands and along the racetrack warn that neither jockeys nor spectators may influence the outcome of a race by using magic or by harming other jockeys or snails. Any jockey who openly does so is disqualified, as is the jockey’s snail. A spectator caught doing so is escorted from the carnival by 1d4 goblins (lawful good) who are watching the crowd closely for troublemakers.
Surprises. At the start of each round after the first, roll a d8 and consult the Snail Race Surprises table to determine if something unexpected happens that round. When a surprise occurs, determine which snail is affected by rolling a d8.
d8 Surprise1–3No surprise.4One random snail gets a stitch, reducing its speed by 40 feet this round.5A spectator throws a head of lettuce at one random snail. The snail stops to eat the lettuce and doesn’t move at all this round.6–7One random snail is bolstered by the cheering crowd and moves an extra 20 feet this round.8The saddle on one random snail comes loose and falls off. The snail’s jockey must succeed on a DC 15 Dexterity saving throw to remain atop the snail. On a failed save, the jockey falls off, and the snail continues the race on its own.
Prizes. The jockey whose snail wins the race receives a potion of advantage. The jockey whose snail comes in last receives a consolation prize, provided they weren’t disqualified. The consolation prize is a magic wand that allows its holder to cast the dancing lights cantrip once. Once used to cast this spell, the wand turns into a tulip.