TEXT:  
   
   
    
  A PERILOUS  
  VOYAGE 
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
   
  A Perilous Voyage 
   
   
  Bad Blood 
  A Perilous Voyage is a water based side trek that 
  occurs whilst the party is sailing to reach another 
  adventure location. 
   
  When the side trek begins, the party has booked 
  several days passage aboard the Gale Cutter, a 
  carrack (large, pirate like vessel, with 2d6+20 
  crew) operated by privateer Captain Croke and 
  her quartermaster Barnabus. The party departs 
  Port Brax on the western side of Lake Argos, 
  headed for eastern shores, a voyage of 2-3 days 
  (weather depending), where some lost ruin or 
  other unrelated adventure hook awaits.   
   
  Unfortunately for all concerned, a terrible storm 
  almost sinks the vessel 24 hours from port. When 
  the storm ends (ideally at night or pre-dawn), the 
  crew emerge from battened down hatches to 
  discover the body of a bizarre sea monstrosity 
  tangled in damaged rigging.  
   
  Seemingly dead, the abomination’s presence has 
  tainted the ship, contaminating it with a horrific 
  parasite; a quasi-sentient virus of the First Age 
  that spreads mutation and madness. 
   
  The adventure then proceeds on a timer, with 
  certain events triggering until the party either 
  destroys the virus and its infected hosts, or they 
  succumb in the attempt. 
   
  Weathering the Storm 
  After twelve hours of darkening skies, fierce 
  winds and flashing lightning, a terrible storm is 
  unleashed across the vast lake. Ten metre waves 
  relentlessly hammer the Gale Cutter, forcing all 
  hands below deck and the hatches sealed.  
   
  Efforts to safeguard the ship, whilst being tossed 
  around in the hull, require a Luck (Con) save to 
  avoid 1d2 Con loss due to exhaustion or injury. 
  The check is made at advantage if the PCs take 
  precautions to minimise their risk of injury.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As the storm subsides, when the waves no longer 
  crash onto the deck, characters in the mess (Area 
  4) notice a black fluid dripping through the 
  boards above. The fluid is similar to oil (does not 
  mix with water), but is warm. Some NPCs in the 
  mess (and any PCs that took shelter there) are 
  exposed to the airborne virus at this time.  
  Rumours & Hooks  
  Word about the docks is Maddie Croke, 
  Captain of the privateer ship Gale Cutter, is 
  seeking hardened mercenaries for a trade 
  voyage across Lake Argos.  
  
   
  3 
   
  There are 1d6+1 crew in the area who become 
  infected with the virus. Any PCs require a Luck 
  (Con) save to avoid contamination.  
   
  The Body 
  After a few hours, the storm abates, allowing the 
  crew and passengers to return topside. The deck 
  is in disarray, but more concerning is the limp 
  body of a bizarre looking lifeform, tangled in torn 
  rigging on the port side of the forecastle. 
   
  The creature is approximately 11 ft long, 
  bulbous, rubbery white flesh spotted with hard 
  nodules. The body is covered with smooth 
  (suckerless) tentacles, the head reminiscent of a 
  giant catfish. Black blood oozes from the 
  monster’s mouth, forming a large pool (and 
  dripping into the Mess in Area 4).  
   
  The monster is almost, but not completely, dead. 
  Any attempt to move it causes it to latch onto 
  nearby humans with its tentacles (3 attacks,  +8 
  to hit), before pulling them in close (Str contest 
  vs Str 19), and vomiting black blood over them 
  (automatic infection). The abomination then 
  shudders and dies. 
   
  Closer inspection of the corpse suggests it died 
  due to air exposure, or perhaps some form of 
  internal injury (most of the blood comes from 
  the mouth/throat, other open wounds are minor 
  cuts). The curious nature of the blood is also 
  revealed (black, oil like quality). If the blood is 
  kept in a jar or vial, after an hour it manifests a 
  strange bubbling quality, as if trying to escape its 
  confines. In another 1d4 hours, the blood turns 
  ashen grey and “dies”. 
   
  Cutting the beast open autopsy style reveals the 
  creature is almost drained of blood, despite no 
  obvious cause (Int (Apothecary) check). On a 
  great success, the PC also locates three tiny eggs 
  in what appears to be a redundant bowel. The 
  eggs contain embryos in the form of (i) a similar 
  monstrosity, (ii) a gilled bird with tentacles 
  instead of legs, and (iii) a starfish like mass 
  bearing five eel headed appendages. 
   
  Virus Events 
  After the body is discovered, the following 
  timeline unfolds, subject to the PCs’ actions and 
  random encounters. A Virus Event occurs every 
  few hours (GM discretion).  
   
  VIRUS EVENTS 
  +2 
  hrs 
  A nest of rats mutates and attacks a 
  random PC (see Random Encounter 6). 
  +1d3 
  hrs 
  1d3+1 of the crew, Womat, Eisen, Lo Mai 
  and Juggers (who were in Area 4 during 
  the storm, or moved the corpse/scrubbed 
  the deck) are infected, and begin 
  exhibiting madness (see Madness table). 
  One of them destroys the rowboats in the 
  forecastle with an oil fire (whispering “into 
  the flames” over and over). 
  +1d3 
  hrs 
  Infection spreads to 50% of the crew, all of 
  whom exhibit madness. If the original 
  1d4+1 infected are still alive, they suffer a 
  mutation (see Mutation table). 
  +1d4 
  hrs 
  A mutiny occurs. The infected, now 
  composing 75% of the crew, attempt to 
  seize control of the ship. If Captain Croke 
  or any officers live, they barricade 
  themselves in Area 8, barring the door. 
  +2 
  hrs 
  All infected are mutating and take control 
  of the ship. The entire crew is infected 
  unless the PCs somehow stem the tide.  
  +1d3 
  hrs 
  The infected are now more virus than 
  man, incapable of sailing the ship. The 
  Gale Cutter careens off course (see End 
  Game). 
  +1d3 
  hrs 
  The virus achieves its final iteration and 
  merges into a single abomination. The 
  monster tears the boat apart before 
  sinking beneath the waves. 
  
   
  4 
   
  Guarding against Infection 
  PCs might come up with various ways of 
  protecting 
  against 
  infection, 
  including 
  quarantining themselves, cleansing the infected 
  with fire, wearing face masks, etc.  
   
  The virus is spread by contact and air vectors, but 
  PCs taking precautions gain advantage on any 
  saves. A PC that successfully resists need not 
  make another save until re-exposed to the virus 
  after 4 hours has passed (or other period 
  determined by the GM).  
   
  A PC forced to swallow any part of an infected 
  (blood, saliva, severed finger, etc) automatically 
  contracts the disease.  
   
  Madness  
  NPCs suffer a Pervasive madness after the first 
  few hours. A PC may make a Will check to 
  postpone lunacy until the next Virus Event. Each 
  check after the first suffers a cumulative -1 
  penalty. If madness occurs, roll 1d10: 
   
  MADNESS 
  1 
  “I hear my blood coursing inside my veins. 
  Do you hear it too? Hmm, now that I listen 
  closer, I sense the squeezing and 
  squelching of your organs. You have a loud 
  liver, landlubber.”  
  2 
  “The wood of this ship is utterly delicious. 
  Particularly this patch where the sea 
  creature’s blood split. I must consume it. 
  Who has taken my whittling blade, you 
  pack of dogs?” 
  3 
  “Why should I bother conversing with any 
  of you lumpy fleshsacks? The change is 
  upon me, I ascend to a higher form!” 
  4 
  “The mists are the ghosts of sailors past, 
  don’t ye know? We must know this, here 
  on this boat. We will be joining them soon 
  enough.” 
  5 
  “One of us. One of us. One of us”  
  (whispering to self, nodding). 
  6 
  “Ye know, I cut off part of the beast before 
  they burnt it/threw it overboard/etc. It is 
  most pleasant when roasted. You should 
  try some. You must try some. I insist.”   
  7 
  “The sun burns my eyes, the wind grates 
  my skin.  How can you stand it here above 
  deck? I must get below. As low, and as 
  deep, as I can.” 
  8 
  “Know ye this: our skin is alive. So too our 
  hearts, our lungs; every part of us. Yea 
  especially that part. They have their own 
  thoughts, of a kind. Desires, hates. They 
  have been sleeping, aye, for the longest 
  time. But they are waking, and I fear we 
  will not like what they have to say.” 
  9 
  “There is something very wrong with 
  Barnabus. Look it! See how he skitters 
  across deck. Like a crab? His hands: 
  pinchy. Like a crab. Is Barnabus a crab?  He 
  looks a crab to me. Hard shelled, is he not? 
  Aye, a crab, a crab, Barnabus is a crab!” 
  10 
  “The water, she calls to me. Do you hear it 
  also? The playful beckoning of the waves; 
  see how they frolic! Why do we linger here 
  on this wretched boat? This wooden cage. 
  This coffin.” 
   
  Mutations 
  Characters suffering a mutation roll 2d6 on the 
  following table. Mutations are permanent 
  barring excision or a Cure Malady spell. A special 
  herbal medicine (correct herbs and Int (Apoth) 
  check) grants PCs (only) a Luck (Con) save to 
  shake off the virus. Mutations occur painfully 
  over 1d4 hours (or as the GM determines). 
   
  All mutants suffer an ongoing compulsion to 
  spread the virus by biting or mating with other 
  living creatures (excluding Barnacle Forms). A 
  Will check suppresses the urge for 1d6 x 10 
  minutes. Each check suffers a cumulative -1 
  penalty until triggered (resets to zero). 
  
   
  5 
   
  MUTATION 
  2-3 
  Character mutates into a Fleshpod (see 
  below).  
  4-5 
  Character mutates in a Vomitor (see 
  below). 
  6-8 
  The character becomes a Hybrid. A body 
  part is transformed or sprouted, roll 
  1d10: (i) arm change, (ii) leg change, (iii) 
  genitals change, (iv) grow tail, (v) grow 
  arm, (vi) grow leg, (vii) grow head, (viii) 
  hybrid head change, (ix) torso change, 
  (x) eyes & mouth change.  
  Roll 1d8 for form: (i) fish, (ii) shark, (iii) 
  octopus, (iv) crab (v) eel, (vi) coral (vii) 
  starfish, (viii) ooze. 
  9-10 
  Character mutates into a Spinehost (see 
  below). 
  11-12 
  Character mutates into Barnacle Form 
  (see below). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hybrids use the same stats as Crew, but 2+1 HD, 
  and some other change related to their mutation 
  (not all beneficial, but for example, an extra arm 
  might allow an extra attack, a head change might 
  gain gills, a leg change might halve movement 
  rate, tentacle might gain adv on grabs, etc). 
   
  Vomitor, AC 11, HD 3, Vomit 2d4+2 (20 ft range, 
  Luck (Con) save or infected), 19: spews on 
  target’s face, disad on infection save, S13 D8 C13 
  I7 P11 W14 Ch1, L6, Mv 30 ft. When reduced to 
  zero hp, explodes in a 10 ft radius (as Vomit). 
   
  Vomitors might be mistaken as humans from a 
  distance or in half light, but up close their sunken 
  eyes, sagging skin and gurgling breath gives them 
  away. Human skeletons surrounded by virus 
  slough, encased in skin, the walking virus spews 
  acidic contagion on its targets. 
   
  Fleshpod, AC 12, HD 6, Bite 3d6 (Luck (Con) save 
  or infected), 19: Psychic scream; Luck (Will) save 
  or cannot regain hp from short rests for 24 hours, 
  S15 D15 C14 I4 P10 W17 Ch1, L8, Mv 30 ft inc up 
  walls etc. Fleshpods are 4ft horrific gestalts of 
  quivering flesh, eyes and claws, with boundless 
  hunger. They are immune to surprise and 
  piercing damage, but suffer double damage from 
  fire. 
   
  Barnacle Form, AC 19, HD 5, Slashing Arm 3d6, 
  19: Bear hug for an extra 3d6 damage and lose 1 
  Con, S18 D10 C17 I3 P10 W17 Ch1, L8, Mv 20 ft 
  (inc swimming). Barnacle Forms are 6ft 
  humanoids encased in iron like barnacles with 
  sharp edges, brought into being to protect other 
  virus forms. They move slowly but purposefully, 
  attacking threats to the virus until they or the 
  threat are destroyed. Breathes water and air, Off 
  Turn Attacks.  
   
  
   
  6 
   
  Spinehost, AC 14, HD 3, Spines 2d6, 19: Poison 
  spine, Luck (Con) save or Slowed, S14 D6 C15 I3 
  P9 W14 Ch1, L6, Mv 30 ft inc swimming. 
  Spinehosts are 4 ft blobs of urchin like spines, 
  crawling about on human arms. They display 
  supercharged echinoderm regenerative ability, 
  healing all damage at the start of their turn 
  (unless reduced to zero hp, in which case they 
  decompose into a foul smelling, pulpy puddle). 
  Fire suspends their regeneration for 1 round. 
   
  Random Encounters 
  In between each Virus Event, roll 1d8 (+2 after 
  the first crew are infected) or choose from the 
  random encounters below.  
   
  1. A small, mysterious island is found, 
  recenty risen from the depths on the 
  back of a brief volcanic eruption. In the 
  centre of maze like coral is a giant clam, 
  worshipped by a tribe of toadmen 
  (Midlands p.105). Within the clam lies an 
  orb sized pearl (2d6 x 500 gp).  
   
  2. 2d6 Argosan Stranglers (Midlands p.96) 
  latch onto the hull (ideally during the 
  night), and clambour aboard. They 
  attack non-infected in preference to 
  infected. After 1d4 rounds of combat 
  with infected, they instinctively flee.  
   
  3. The ship is becalmed, with nary a gust of 
  wind for 2d6 hours. After this period, the 
  party may make a group Luck save to 
  determine whether the winds return. 
   
  4. A thick fog rolls in, enveloping the ship 
  overnight and persisting until mid 
  morning. Visibility is reduced to 30 ft. 
  Stealth checks above deck gain a +2 
  bonus. 
  5. A half mile line of water is releasing large 
  pockets of deep water gas (huge bubbles 
  burst on the surface), causing light 
  headedness. Crew must make a Luck 
  (Con) save or suffer 1d2 Dex loss.  
   
  6. A nest of infected rats (and/or Mr 
  Rumples) on the lower deck mutate into 
  Leech 
  Vermin, 
  dropping 
  onto 
  an 
  unsuspecting PC from the rafters at an 
  opportune moment (eg: when asleep).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Leech Vermin, AC 13, HD 3, Bite 1d8+2, 19: a 
  nearby light source is smothered by the swarm, 
  S5 D14 C6 I3 P10 W8 Ch4, L6, Mv 15 ft inc up 
  walls etc.  
   
  Leech Vermin are treated as a single swarm 
  entity. Half damage from weapons, double 
  damage from AoE attacks. The swarm splits in 
  two when staggered (once only, 2 HD each half). 
  The virus makes them fearless, and they see as 
  well in darkness as in light.  
   
  
   
  7 
   
  7. The decaying remains of a half sunken 
  wreck is spotted on the horizon, washed 
  onto a shallow reef. Searching the wreck 
  scavenges 1 x Carry Loot in and a locked 
  box with 1 x Valuables (LFG p.136, 147) 
  within. There is a 50% chance of a Giant 
  Octopus (LFG p.120) lurking within the 
  deeper corridors of the reef.  
   
  8. An enormous Sea Serpent (LFG p.122, 
  but 12 HD, Bite 3d6, Swim 90 ft, water 
  breathing) can be seen undulating across 
  the waves towards the ship, before 
  disappearing below. It attempts to eat 
  1d4 crew before departing, its hunger 
  satiated.  
   
  9. An infected crew member mutates and 
  attacks a PC, ideally when they are alone 
  (in their cabin, somewhere below deck, 
  etc). 
   
  10. A Hybrid mutates into a Vomitor, 
  Fleshpod, Spinehost or Barnacle Form, 
  either in a PC’s presence, or ambushes 
  them from hiding (ideally when the PC is 
  alone, or the party is split).   
   
  Crew & Politics 
  When the adventure begins, the crew are slowly 
  splitting into two camps: the Captain’s men 
  (supported by Navigator Thorne), and a 
  mutinous 
  faction 
  led 
  by 
  Quartermaster 
  Barnabus.  
   
  Recent smuggling trips (on the side of the Gale 
  Cutter’s legitimate cargo business) went astray, 
  causing a number of deaths, and half the men 
  think Barny could do a better job. Barny agrees, 
  and is biding his time to seize control.   
   
   
  Crew stats and a handful of brief NPC 
  descriptions appear below, for easier GM improv. 
  The vast majority of the crew are Midlanders or 
  Varnori. 
   
  Crew, AC 12, HD 1, Cutlass/Axe 1d8, 19: as 
  weapon, S12 D13 C11 I10 P10 W10 Ch10 L4, Mv 
  30 ft. Also armed with knives, 20% chance of a 
  light crossbow and 10 bolts. 
   
  • 
  Rumbelly (5’ 4”, sunburnt Midlander, 
  rotund, 
  booming 
  voice. 
  Amiable 
  alcoholic). 
   
  • 
  Hilders (6’, Varnori, hook hand. Mute; 
  had his tongue cut out. Mysterious). 
   
  • 
  Alsun (Midlander, slim and wiry, with 
  grey-brown hair pulled back in a 
  ponytail. Whimsical, ladies man).   
   
  • 
  Cadence (5’ 6”, Midlander, stocky, raven 
  haired, a short gaff hook on her belt. 
  Impulsive and fiery).  
   
  • 
  Seigfinna (6’ 4”, Varnori, blazing red hair, 
  missing some teeth. Gambler in both 
  love and cards).  
   
  • 
  Roper (5’ 9”, Midlander, brawny and 
  tireless, stern gaze. Practical and non-
  plussed). 
   
  • 
  Hughes (Midlander, medium build, 50’s, 
  grey haired, peg leg with hidden blade 
  compartment. Fearless). 
   
  • 
  Mr Rumples (a rusty brown rat with long 
  whiskers; the ship’s “lucky” mascot. 
  Greedy and inquisitive).  
   
   
  
   
  8 
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  The Gale Cutter 
  The Gale Cutter is a large Carrack, approx 105 ft 
  long and 55 ft wide at her broadest point, armed 
  with twin ballistae (port and starboard) and twin 
  onagers (bow and stern), manned by 2d6+20 
  crew (excluding Captain Croke, Quartermaster 
  Barnabus, Surgeon Mariata and Navigator 
  Thorne).  
   
  The boat is old, creaky, and smells like the lake 
  (or sea). She is made of solid oak and in fine 
  condition. In rough waters, staying upright might 
  require a Dex check (at advantage unless in 
  combat). Con checks might also be required to 
  suppress sea sickness for land lubbers.  
   
  Area 1 – Nautical Gear 
  This 15 ft triangle storage area contains shipping 
  equipment such as nets, rigging, lines, hooks, 
  belaying pins, and so on. The door is unlocked.  
   
  Area 2 – Galley 
  The ship’s kitchen is run by Briccus the cook (dark 
  skinned Nydissian, short and lean, goatee, 
  always in his black apron, belt festooned with 
  various cooking knives, stats as crew but Cha 15). 
  No-one makes a bitier fish guts stew. The galley 
  has enough food, water, wood and oil to last one 
  day, further provisions are kept in Area 15. 
  Briccus generally keeps the galley free of rats and 
  bugs (occasionally serving up “Squeek onna 
  stick” and “Fried crunch pie”). 
   
  Area 3 – Infirmary 
  This approx 15ft by 12 ft cabin usually houses 
  ship surgeon/apothecary Mariata (overwight 
  albino Karok with darting eyes, stats as crew but 
  Int 14, knife with Ghoulsheen poison, LFG p.33), 
  with an extra bunk for any current patient. The 
  surgeon knows of the crew’s unrest, and 
  Barnabus’ plot, but has yet to choose a side.  
   
  With the party on board, Navigator Thorne (tall, 
  black haired Midlander, usually at the helm 
  steering the ship, stats as crew but 2HD and Int 
  14) is also sleeping here. The bunks are hard but 
  functional. Chests of personal items contain 1 x 
  Carry Loot each. Mariata’s herbs, tinctures, 
  healer’s kit, scalpels, etc are here. The door has 
  a lock, Mariata has the key.  
   
  Area 4 – Mess Hall 
  The 20 ft by 12 ft mess hall contains a number of 
  small bench tables and liquor barrels. A serving 
  window is set into the northern wall. Mugs, 
  plates and utensils are generally scattered about. 
  1d6 crew will generally be in here eating, 
  socialising or scheming. If the PCs are in here 
  during the storm, black, bubbling blood drips 
  through the beams above, contaminating the 
  room (airborne vector, check for infection) until 
  scrubbed clean with alcohol and vinegar. 
   
  Area 5 – Guest Quarters 
  These 20 ft quarters are usually occupied by 
  Navigator Thorne, but have been vacated for the 
  party. Captain Croke arranges for bunks, 
  blankets, pillows and a low table to be set up. The 
  door may be locked and the party are given a key. 
  If the PCs have any valuables they want specially 
  secured, the Captain is willing to store them in 
  her strongbox in Area 7, or the Valuables Store in 
  Area 15.  
   
  Area 6 – Main Deck 
  The main deck is approx 90 ft by 55 ft at its widest 
  point, with stairs up to the forecastle and 
  sterncastle in each corner. The enormous main 
  mast, sails and rigging stretch overhead, up to 
  the Crow’s nest 80ft high (enough room for two 
  people).  
   
  
   
  10 
   
  Near the main mast, stairs descend to the hold, 
  and a large 8 ft grate covers the Small Hold below 
  (Area 14). Twin ballistae on 180 degree swivel 
  mounts are positioned port and starboard (750 ft 
  range, vs humanoids Luck (Dex) save or reduced 
  to zero hp (for giant creatures, 6d8). 2 actions to 
  reload, ineffective against enemy hulls).  
   
  Area 7 – Captain’s Quarters 
  Captain Croke (5’ 10”, long black hair, athletic, 
  eyepatch, left hander) sleeps in this 12 ft by 15 ft 
  bedchamber, containing a wide bunk, table and 
  3 chairs, shelving (ledgers, quills), and wardrobe.  
   
  The single door is heavily reinforced, with a 
  quality lock (-3 penalty to pick, or requires a Str 
  (Ath) great success to break down). A locked 
  strongbox in the wardrobe contains 1 x Carry 
  Loot, 1 x Valuables and 1 x Trinkets & Curios (LFG 
  p.136, 141, 147). 
   
  Croke is shrewd, with more than enough 
  gumption to put down a mutiny, if only she sees 
  it coming. Preoccupied with guilt over recent 
  crew deaths during a smuggling operation gone 
  wrong (including Jakob, whom she had a brief 
  fling with), she might be blindsided.  
   
  Captain Croke, AC 14, HD 4 (18 hp), Cutlass 
  1d8+1, 19: Disarm, S14 D15 C12 I14 P12 W16 
  Ch15 L10, Mv 30 ft. Croke has Off Turn Attacks. 
  Backstab, Skirmisher and Finisher abilities like a 
  4th level Rogue, may choose from the following 
  tricks three times per combat: Choking Dust, 
  Hidden Blade, Quick Reflexes.  
   
  Area 8 – Officers’ Hall 
  This 20 ft by 10 ft chamber has a handful of tables 
  and chairs, along with some barrels of wine, rum 
  and water. Ordinarily, only the officers are 
  allowed here (Captain, quartermaster, navigator, 
  surgeon), or crew by invitation. The door is 
  lockable, banded wth steel, and has a barring 
  beam (requires signfificant time to break down, 
  ideally with an axe/hammer and 3 x Str (Ath) 
  great successes). In case of mutiny, officers use 
  the stern as a panic room.  
   
  Area 9 – Captain’s Study 
  The Captain’s 30 ft by 20 ft study contains a desk, 
  chairs, small bar, as well as a cupboard. Charts, 
  maps and nautical instruments are spread about. 
  The door has a lock (Croke has the key). 
   
  Area 10 – Quartermaster’s Cabin 
  Quartermaster Barnabus (6’3”, muscular, dark 
  green bandana, knife bandolier, gruff, respected) 
  resides in this 12 ft x 15 ft chamber (well 
  appointed, with an extra stash of small rum 
  barrels, lockable door). He is the second highest 
  ranking officer on deck, managing provisions, 
  arms, sleeping arrangements and discipline. Like 
  the Captain, Barnabus receives a double share of 
  any profits.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11 
   
  Barnabus and half the crew are plotting to seize 
  control of the Gale Cutter in the near future. 
  Indeed a mutiny is imminent (per the Virus Event 
  table), but not in the way Barnabus expects! 
   
  Barnabus, AC 12, HD 4 (24 hp), Axe 1d8+3, 19: 
  as weapon, S17 D10 C16 I12 P13 W14 Ch14 L9, 
  Mv 30 ft. Barnabus has Minor Exploit Protection. 
  Fighter Adaptable ability, with the Charger style 
  (may swap styles three times per combat). When 
  staggered, Barnabus gains a free melee attack 
  against everyone in range.  
   
  Area 11 – Smuggling Hold 
  This 15 ft triangular space stores incidental 
  supplies and gear such as crates of dry clothes, 
  barrels of bait, blankets, hooks, lines, etc. A 
  hidden compartment in the floor (removable 
  panel, expertly fitted and concealed, Perc check 
  great success to notice) serves as the smuggling 
  hold.  
   
  At the GM’s option, a chest of 2,000 counterfeit 
  gold coins (Karok Orots) are stashed within (only 
  known to Croke, Barnabus, and deckhand Rico 
  (blonde haired Varnori, tattoo of the Deep One, 
  addicted to cards and dice)).  
   
  Area 12 – Crew Hammocks 
  Oversized double hammocks hang here in 
  parallel rows (one beneath the other), capable of 
  sleeping 16 men. Bedrolls, a small card table and 
  sitting barrels are also present. Crew effects are 
  generally bundled up under pillows or stored 
  under removable floorboards (1 x Carry Loot, LFG 
  p.136).  
   
  Hidden beneath one floorboard is a hankerchief 
  (hummingbird motif – belongs to Croke), 
  wrapped around a red mahogany ring (2d6+30 
  gp). The ring was Jakob’s (see Area 7, he stole it), 
  who was planning on gifting it to the Captain as 
  a sign of affection. Jakob was unaware the ring is 
  enchanted. If attuned to, the user may gain the 
  benefit of a Vampiric Touch potion (LFG p.151) 
  once per week (during which time, his/her eyes 
  glow red and issue brimstone like smoke). 
   
  Area 13 - Brig 
  The brig has two bunks and a latrine, with a 
  quality lock (-2 penalty to pick). There is a 50% 
  chance one of the crew, Morton (scabby rough 
  nut, Str 15, with a long moustache, rage issues) 
  is serving two days for insubordination. He is 
  sullen but might be befriended if engaged with. 
   
  Area 14 – Small Hold 
  This 20 ft square storage is mainly used for fresh 
  fish or sealed goods that don’t mind a bit of 
  water splashing on them from the main deck’s 
  large grate. At the time of the adventure, the 
  small hold is stacked with sealed barrels of 
  charcoal (50%) or raisins (50%), tied down with 
  water resistant oilskin tarps. 
   
  Area 15 – Valuables Store 
  This 20 ft by 10 ft storeroom holds the ship’s 
  more important commodities, including water, 
  dried beef, hardtack, salt, spices, spare charts, 
  rum barrels, brandy bottles, oil (2 drums), 
  textiles, and other trade goods (glassware, 
  pottery, etc).  
   
  An assortment of weapons are also stacked here, 
  including 20 x swords/cutlasses/axes, 1 x shield, 
  5 x light crossbows, 1 x heavy crossbow, 30 bolts, 
  5 daggers, and 1d6 fire pots.   
   
  A locked chest includes 1 x 3 HD Lair Treasure 
  (LFG p.150). The storeroom is locked (good 
  quality lock, -2 penalty on attempts to pick, the 
  officers and the Cook have keys). 
   
  
   
  12 
   
  Area 16 – Main Hold 
  At the GM’s option, the 20 ft by 18 ft main hold 
  is either mostly vacant (but for a few empty 
  barrels/crates, with the intention of picking up 
  goods at a destination port), or stacked with 
  trade goods (forming a tight knit “maze” of heavy 
  boxes, barrels and baskets, holding a mix of 
  bound fabrics, jars of foodstuffs and spices, 
  pottery, woodwork, fancy metal utensils, 
  intricate tiles, etc, total value 500+ 2d4 x 100 gp).  
   
  Area 17 – Steerage 
  This partioned off 25 ft corridor is stacked with 
  crates, barrels and shelves of common goods 
  (smoked fish, blankets, spare clothes, oars, tools 
  and timber for temporary ship repairs, lines, gaff 
  hooks, etc). The door is unlocked.  
   
   
   
   
   
   
   
   
   
   
   
  Areas 18, 19, 20 – Crew Cabins 
  These 20 ft or 15 ft crew cabins contain small 
  bunks, bedrolls, and chests of personal effects. 
  1d4 crew are in each compartment if not on duty. 
  Emptying the chests (poor quality locks, pick with 
  Adv) garners 1 x Carry Loot. 
   
  Forecastle 
  The forecastle area is approximately 45 feet wide 
  at its broadest point, and 50 ft long. Two 12 ft 
  rowboats are lashed to the deck and foremast. 
  An onager (small catapult) on a 270 degree 
  swivel occupies the nose (shoots falming pitch up 
  to 750 ft, Captains (or other relevant crew) make 
  opposing Int checks to determine whether the 
  target ship’s sails/deck catch alight).  
   
  Sterncastle 
  The sterncastle is 55 ft wide at its broadest point, 
  and approx 30 ft long. 75% of the time, Thorne 
  will be here at the helm, otherwise Croke is 
  steering. An onager (similar to the forecastle) is 
  located at the rear.  
   
  End Game 
  If the virus hosts are not killed and burnt, or 
  removed from the ship, the infected eventually 
  gather in the main hold, merging into a single, 
  terrifying gestalt of slapping, slurping flesh. The 
  incalculable horror of the virus’ final form burns 
  a hole into the human psyche, requiring a Luck 
  (Will) save to avoid turning catatonic (helpless) 
  for 1d4 rounds. On a successful save, the PC gains 
  a madness instead (1d6: 1-3 minor, 4-5: 
  moderate, 6: serious). 
   
  Final Form, AC 15, HD 20+4, Slap 15 ft reach 
  2d10+5 and Bite 4d6, 19: the target is absorbed 
  and instantly slain (Luck (Dex) save negates), S20 
  D5 C22 I4 P10 W19 Ch1 L14, Mv 30 ft. The Final 
  Form has Major Exploit Protection and Off Turn 
  Attacks.  
   
  Once joined, the Final Form grows larger and 
  larger, tearing the boat apart within 4d6 rounds. 
  The vessel sinks to the darkest trenches of the 
  lake, and the abomination with it. 
   
  Aftermath 
  If the PCs survive the wreck, a group Luck save 
  results in a merchant caravel passing by within 
  hours, retrieving any survivors from the flotsam. 
  Whether the virus survives, or is ever seen again, 
  is a matter for the GM.  
  
   
  13 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork:  
  Some artwork copyright 2018 Claudio Cassini, used with permission. 
  Some artwork copyright 2012 Gary Dupuis, used with permission. 
  Ship Map copyright 2018 Toby Lancaster of Dark Realm Maps, used with permission. 
  Some artwork copyright Earl Geier, used with permission. 
  Some artwork copyright 2013 Jacob Blackmon, used with permission. 
  Some artwork copyright Shutterstock, used with permission.  
   
  Website: 
  Midlands Low Magic Sandbox Setting PDF via DTRPG or DTRPG Link USD $24 Softcover via Lulu  Lulu Link 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  Hirelings Toolkit http://www.drivethrurpg.com/product/233067/Hirelings-Toolkit 
  Traps Toolkit http://www.drivethrurpg.com/product/233067/Hirelings-Toolkit 
  LFG USD $7 Softcover or USD $22 Hardcover: http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the 
  Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the 
  OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low 
  Magic. High Adventure”, the LFG logo (LFG in serpent ring), “The 
  Midlands”, “Midlands Low Magic Sandbox Setting”, and all artwork.  
  These and the Trade Dress of this work (font, layout, style of 
  artwork, etc.) are reserved as Product Identity.   
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
   
  Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)"Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement.  
   
  
   
  14 
   
  The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.  
   
  Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.  
   
  Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.  
   
  Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.  
   
  Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity.  
   
  Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.  
   
  Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this 
  License.  
   
  Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.  
   
  Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.  
   
  Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
  13th Age, Copyright 2013 Fire Opal Media. 
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, 
  visit www.goodman-games.com or contact info@goodman-
  games.com 
   
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #44 A Perilous Voyage [white] (LowFG).pdf