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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 seems–an 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 slime- covered 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

Tunnels & Trolls - The Wreck of the Barmaid

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The Wreck of the Barmaid - An adventure for the Tunnels and Trolls RPG system.

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Page 1: Tunnels & Trolls - The Wreck of the Barmaid

The Wreck of the BarmaidBy David J. Thomas

This adventure is loosely based on "The Wreck of the Mermaid" by John Noel. John's adventure took placeon a lake or ocean, but I needed a river adventure. This is it. This adventure is designed as a side trek forlow to mid-level characters but can be easily modified for high-level characters. It can be slipped into anyexisting 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 fewweeks. When the party arrives, the river has returned to its normal depth, but uprooted small trees and otherdetritus litter the banks. Unless the GM wants to have some specific purpose behind this adventure, thewreck is just as it seems–an accident. The "Barmaid" is a large riverboat that was sailing downstream andhit 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 thewater about ten feet from the shore. As they approach closer, the characters see that the object is not arock, but the stern section of a wrecked riverboat. The boat seems to have been broken in two; the bowsection appears to be missing. The wrecked boat is situated perpendicular to the river with the stern facingthe shore. The boat is wedged into some rocks and mud with the aft-most end of the boat sticking up five toeight feet higher than the other end. The remains of a mast can be seen toward the forward section. Theword, "Barmaid," is clearly painted in large letters across the stern.

1) Stern of the BarmaidAs the party examines the ship from the shore,they easily see that this is the aft end of acommon riverboat. The words, "The Barmaid,"are clearly painted on the stern of the vessel inlarge orange letters. A low (3' high) railing runsalong the sides and stern of the boat. The wateraround the boat is three to four feet deep inmoderate current. The broken section of the boat(lowest to the water) allows access to the deck aswell as the flooded cargo hold. The forwardportion of the deck is covered with slimy algae.

Characters must make SR1 vs. DX at -2 to climbup the deck from the water. Failure indicates thatthe person has slipped and fallen into the water. The assistance of party members may add +2 ifthe aid comes from someone standing on the dryportion of the deck (failure causes the other playerto make a SR1 vs. DX at -2 or fall in as well). Ifaid comes from someone in a boat, that personmust make a SR1 vs. ST or LK to avoid capsizing. SR1 vs. DX at -1 must be made every threerounds after characters get above the slime-covered portion of the deck. If the examinationtakes place from a boat or from the air thesearchers are safe for the time being. Anyswimming party members will be subject to attack

by the giant crayfish (MR = 44) that has taken upresidence in the broken cargo hold. If thecharacters somehow climb up from the aft end,the giant crayfish will not initially bother them. However, for every two rounds that the party onthe boat, is there is a 1/6 chance that the crayfishwill climb up the deck to investigate. The crayfishwill also emerge to investigate anyone who fallsinto the water.

2) SterncastleA small door leads into the sterncastle. Laddersleading to the helm flank the door on either side. The broken handle of the tiller can be seen at thehelm. Watermarks show that the river onceflowed over the deck and halfway up thesterncastle. There is nothing else of interest here.

The door leads to a narrow hallway that providesaccess to some cabins. The door has becomewarped by immersion in the water. The door maybe opened by a successful SR1 vs. ST, or it maybe chopped or pried open.

3) CabinThis small cabin contains a bunk and a very smallwardrobe. By the positions of the waterlines, theparty can tell that this cabin was completely under

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water at one time. A tarnished brass lanternhangs beside the door. A small porthole abovethe bunk provides illumination. Ruined blanketscover the bunk. The cabin reeks of dampnessand mildew.

This was the first mate's cabin. Searching theroom will reveal ruined blankets and a straw-filledmattress on the bed, and damp clothing in thewardrobe. The quality of the clothing is somewhatbetter than that of an average sailor.

4) CabinThis small cabin contains a bunk and a very smallwardrobe. By the positions of the waterlines, theparty can tell that this cabin was completely underwater at one time. A tarnished brass lanternhangs beside the door. A small porthole abovethe bunk provides illumination. There is amattress on the bed, but no blankets. The cabinreeks of dampness and mildew.

This cabin was unused at the time of the accident. The wardrobe is empty.

5) CabinThis small cabin contains a bunk and a very smallwardrobe. By the waterlines, the party can tellthat this cabin was only about half under water atone time. A brass lantern lies on the floor, it'sglass shattered. A small porthole above the bunkprovides illumination. There is a mattress on thebed, but no blankets. The cabin reeks ofdampness and mildew.

This cabin was unused at the time of the accident. The wardrobe is empty.

6) CabinThis small cabin contains a bunk and a very smallwardrobe. By the positions of the waterlines, theparty can tell that this cabin was completely underwater at one time. A tarnished brass lanternhangs beside the door. A small porthole abovethe bunk provides illumination. Ruined blanketscover the bunk. The cabin reeks of dampnessand mildew.

A merchant (who bought the now-ruined furs andmeat in the hold) used this cabin. Searching theroom will reveal ruined blankets and a straw-filledmattress on the bed, and damp clothing in thewardrobe. The clothing was of relatively highquality. A careful search of the clothing will reveala small hidden purse containing 50 gp and acommon dagger.

7) Captain's QuartersAt one time, this was a luxuriously appointedcabin. However, water must have flooded aportion of it. The hardwood paneling is badlywater stained and the richly embroidered rugs onthe floor are completely ruined. A large wardrobestands crookedly against the starboard wall. There is a bunk against the port wall and a largeroll-top desk against the aft wall. Two one-footdiameter portholes above the desk provide dimlight. A brass lantern hangs on each wall.

A water snake [MR 28] has taken up residence inthe wet clothes remaining in the wardrobe cabinet. Unless the party takes precautions whensearching through the clothes, the searchers mustmake a SR1 vs. DX or LK to avoid being bitten. Anyone who is bitten takes normal damage fromthe bite and also loses 2 points of ST for 1-6 daysfrom poison. A search of the wardrobe will reveala small jewelry case containing 150 gp in jewelry(2 earrings, 2 bracelets, 2 necklaces, each madeof silver with gold highlights). In addition, a carefulsearch of the clothing will reveal a small key thatfits the desk.

The bunk is covered by a damp feather mattressand damp wool blankets, all ruined. The desk hasa single small keyhole just under the roll top in themiddle. The desk has five drawers: two on eachside, one in the middle. All are locked, but haveno keyholes. Underneath the roll top is the desksurface. Rows of pigeonholes occupy the back ofthe desk's surface–they contain papers that arenow illegible due to the water. Two small leverson each side of the writing surface unlock the sidedrawers. A similar lever in the front of the writingsurface unlocks the middle drawer.

The middle drawer contains two bottles of ink, 5quills and some blank parchment. All are inusable condition, but the parchment is a littlewrinkled from the dampness. The two drawers onthe left contain an assortment of water damagedpapers that are no longer legible. The top rightdrawer contains the ship's log. Most of the entriesare smudged, but readable. The log containsnothing of importance. The final entry indicatesthat the ship was sailing downriver carrying acargo of furs and salted meats from a huntingcamp. The bottom right drawer contains a small,locked ironbound wood chest. The chest containsa bag of 1000 sp (the ship's payroll) as well as asmaller bag containing 500 gp and 15 pearlsworth 100 gp each (the captain's life savings).

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The GM may wish to include some other clues inthe box if this adventure is to lead to others.

Main Hold (not shown)The following description assumes that the giantcrayfish (area 1) has been dealt with.

This area is completely below water. Severalsmall fish swim around in this area and swimaway as the party enters. Three crates, still tieddown along the walls, attest to the fact that thiswas once the main hold. An examination of thecrates reveals that two contain pelts and furs thatare now ruined, the other is literally leaking well-rotted foodstuffs that are barely identifiable assome sort of meat. Otherwise there is nothingelse of interest here.

Concluding the AdventureThe adventure is concluded when the PCs havedecided that they have finished exploring thewreck. Unless the GM plans for this to be thebeginning of any further adventures there is notmuch else that can happen. If the PCs try to sellsome of the salvaged goods from the ship theymay run into some problems with NPCs–especially if someone recognizes some of theitems.