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The Wreck of the Barmaid

By David J. Thomas
This adventure is loosely based on "The Wreck of the Mermaid" by John Noel. John's adventure took place
on a lake or ocean, but I needed a river adventure. This is it. This adventure is designed as a side trek for
low to mid-level characters but can be easily modified for high-level characters. It can be slipped into any
existing campaign whenever the party travels along a relatively large, navigable river.
Adventure Background
Frequent rainstorms caused local streams and rivers to swell over their banks during the previous few
weeks. When the party arrives, the river has returned to its normal depth, but uprooted small trees and other
detritus litter the banks. Unless the GM wants to have some specific purpose behind this adventure, the
wreck is just as it seemsan accident. The "Barmaid" is a large riverboat that was sailing downstream and
hit rocks that were hidden by the floodwaters. The fate of the crew is left to the GM.
Read paragraphs in italicized text directly to the players.
As the party walks along the river, they see what appears to be an unusual rock formation jutting out of the
water about ten feet from the shore. As they approach closer, the characters see that the object is not a
rock, but the stern section of a wrecked riverboat. The boat seems to have been broken in two; the bow
section appears to be missing. The wrecked boat is situated perpendicular to the river with the stern facing
the shore. The boat is wedged into some rocks and mud with the aft-most end of the boat sticking up five to
eight feet higher than the other end. The remains of a mast can be seen toward the forward section. The
word, "Barmaid," is clearly painted in large letters across the stern.
1) Stern of the Barmaid
As the party examines the ship from the shore,
they easily see that this is the aft end of a
common riverboat. The words, "The Barmaid,"
are clearly painted on the stern of the vessel in
large orange letters. A low (3' high) railing runs
along the sides and stern of the boat. The water
around the boat is three to four feet deep in
moderate current. The broken section of the boat
(lowest to the water) allows access to the deck as
well as the flooded cargo hold. The forward
portion of the deck is covered with slimy algae.
Characters must make SR1 vs. DX at -2 to climb
up the deck from the water. Failure indicates that
the person has slipped and fallen into the water.
The assistance of party members may add +2 if
the aid comes from someone standing on the dry
portion of the deck (failure causes the other player
to make a SR1 vs. DX at -2 or fall in as well). If
aid comes from someone in a boat, that person
must make a SR1 vs. ST or LK to avoid capsizing.
SR1 vs. DX at -1 must be made every three
rounds after characters get above the slimecovered portion of the deck. If the examination
takes place from a boat or from the air the
searchers are safe for the time being. Any
swimming party members will be subject to attack

by the giant crayfish (MR = 44) that has taken up


residence in the broken cargo hold. If the
characters somehow climb up from the aft end,
the giant crayfish will not initially bother them.
However, for every two rounds that the party on
the boat, is there is a 1/6 chance that the crayfish
will climb up the deck to investigate. The crayfish
will also emerge to investigate anyone who falls
into the water.
2) Sterncastle
A small door leads into the sterncastle. Ladders
leading to the helm flank the door on either side.
The broken handle of the tiller can be seen at the
helm. Watermarks show that the river once
flowed over the deck and halfway up the
sterncastle. There is nothing else of interest here.
The door leads to a narrow hallway that provides
access to some cabins. The door has become
warped by immersion in the water. The door may
be opened by a successful SR1 vs. ST, or it may
be chopped or pried open.
3) Cabin
This small cabin contains a bunk and a very small
wardrobe. By the positions of the waterlines, the
party can tell that this cabin was completely under

water at one time. A tarnished brass lantern


hangs beside the door. A small porthole above
the bunk provides illumination. Ruined blankets
cover the bunk. The cabin reeks of dampness
and mildew.
This was the first mate's cabin. Searching the
room will reveal ruined blankets and a straw-filled
mattress on the bed, and damp clothing in the
wardrobe. The quality of the clothing is somewhat
better than that of an average sailor.
4) Cabin
This small cabin contains a bunk and a very small
wardrobe. By the positions of the waterlines, the
party can tell that this cabin was completely under
water at one time. A tarnished brass lantern
hangs beside the door. A small porthole above
the bunk provides illumination. There is a
mattress on the bed, but no blankets. The cabin
reeks of dampness and mildew.
This cabin was unused at the time of the accident.
The wardrobe is empty.
5) Cabin
This small cabin contains a bunk and a very small
wardrobe. By the waterlines, the party can tell
that this cabin was only about half under water at
one time. A brass lantern lies on the floor, it's
glass shattered. A small porthole above the bunk
provides illumination. There is a mattress on the
bed, but no blankets. The cabin reeks of
dampness and mildew.
This cabin was unused at the time of the accident.
The wardrobe is empty.
6) Cabin
This small cabin contains a bunk and a very small
wardrobe. By the positions of the waterlines, the
party can tell that this cabin was completely under
water at one time. A tarnished brass lantern
hangs beside the door. A small porthole above
the bunk provides illumination. Ruined blankets
cover the bunk. The cabin reeks of dampness
and mildew.
A merchant (who bought the now-ruined furs and
meat in the hold) used this cabin. Searching the
room will reveal ruined blankets and a straw-filled
mattress on the bed, and damp clothing in the
wardrobe. The clothing was of relatively high
quality. A careful search of the clothing will reveal
a small hidden purse containing 50 gp and a
common dagger.

7) Captain's Quarters
At one time, this was a luxuriously appointed
cabin. However, water must have flooded a
portion of it. The hardwood paneling is badly
water stained and the richly embroidered rugs on
the floor are completely ruined. A large wardrobe
stands crookedly against the starboard wall.
There is a bunk against the port wall and a large
roll-top desk against the aft wall. Two one-foot
diameter portholes above the desk provide dim
light. A brass lantern hangs on each wall.
A water snake [MR 28] has taken up residence in
the wet clothes remaining in the wardrobe cabinet.
Unless the party takes precautions when
searching through the clothes, the searchers must
make a SR1 vs. DX or LK to avoid being bitten.
Anyone who is bitten takes normal damage from
the bite and also loses 2 points of ST for 1-6 days
from poison. A search of the wardrobe will reveal
a small jewelry case containing 150 gp in jewelry
(2 earrings, 2 bracelets, 2 necklaces, each made
of silver with gold highlights). In addition, a careful
search of the clothing will reveal a small key that
fits the desk.
The bunk is covered by a damp feather mattress
and damp wool blankets, all ruined. The desk has
a single small keyhole just under the roll top in the
middle. The desk has five drawers: two on each
side, one in the middle. All are locked, but have
no keyholes. Underneath the roll top is the desk
surface. Rows of pigeonholes occupy the back of
the desk's surfacethey contain papers that are
now illegible due to the water. Two small levers
on each side of the writing surface unlock the side
drawers. A similar lever in the front of the writing
surface unlocks the middle drawer.
The middle drawer contains two bottles of ink, 5
quills and some blank parchment. All are in
usable condition, but the parchment is a little
wrinkled from the dampness. The two drawers on
the left contain an assortment of water damaged
papers that are no longer legible. The top right
drawer contains the ship's log. Most of the entries
are smudged, but readable. The log contains
nothing of importance. The final entry indicates
that the ship was sailing downriver carrying a
cargo of furs and salted meats from a hunting
camp. The bottom right drawer contains a small,
locked ironbound wood chest. The chest contains
a bag of 1000 sp (the ship's payroll) as well as a
smaller bag containing 500 gp and 15 pearls
worth 100 gp each (the captain's life savings).

The GM may wish to include some other clues in


the box if this adventure is to lead to others.
Main Hold (not shown)
The following description assumes that the giant
crayfish (area 1) has been dealt with.
This area is completely below water. Several
small fish swim around in this area and swim
away as the party enters. Three crates, still tied
down along the walls, attest to the fact that this
was once the main hold. An examination of the
crates reveals that two contain pelts and furs that
are now ruined, the other is literally leaking wellrotted foodstuffs that are barely identifiable as
some sort of meat. Otherwise there is nothing
else of interest here.

Concluding the Adventure


The adventure is concluded when the PCs have
decided that they have finished exploring the
wreck. Unless the GM plans for this to be the
beginning of any further adventures there is not
much else that can happen. If the PCs try to sell
some of the salvaged goods from the ship they
may run into some problems with NPCs
especially if someone recognizes some of the
items.

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