Professional Documents
Culture Documents
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
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).