WH4.2 – The Sunken Ferry

  • Suggested Level: 2–3
  • Quest Giver(s): Elsbeth (Hodnet Trader) or Thane Alris (Bent Willow Inn)

A small river ferry, The Juniper, went missing en route from Hodnet to Reedwatch. It was last seen leaving the East Bend crossing just before dusk two days ago, carrying two crates of goods, a single ferryman, and a Halfling passenger from the Reedweavers’ Guild. Yesterday, bits of driftwood and a torn ferry banner were found tangled in the reeds downstream.

The ferry is suspected to have struck something or been pulled under—possibly by natural hazards… or something worse. Locals whisper about sunken spirits, river-dwelling boglings, or even eel-men of the lower marsh.

Elsbeth – Trader from Hodnet, worried about her goods and the safety of the trade route. Will pay 25 gp + 5 gp bonus per crate recovered.

Thane Alris – The passenger, Perrik Tanglefoot, was last seen drinking a cider at the Bent Willow. Thane remembers him leaving cheerfully after winning three games of reedbones.

Cerris Fenwild – The reeds near the East Bend have been “restless,” and Cerris sensed something disturbed in the flow of Beory’s riverward current.

Goals

  • Investigate the ferry’s last known route about two leagues west of Reedwatch
  • Recover the missing crates (or proof of delivery failure).
  • Discover the fate of the ferryman and the halfling passenger.
  • Identify what caused the ferry to sink (hazard, creature, sabotage?).

Rewards

  • 25 gp base + 5 gp per crate recovered (Elsbeth)
  • Inspiration or minor charm if players properly bury the drowned ferryman (via Cerris)
  • Tarnished River Ring (homebrew item): While worn, grants the wearer advantage on Strength (Athletics) checks to swim and can cast Shape Water once per day.

Encounter Locations

  1. East Bend Lookout (it’s east of Hodnet)
    Cracked stones and old ferry moorings, now abandoned. Drag marks lead down to a stretch of churned mud and broken planks—signs of something struggling against the current.
  2. Reed-Slick Channel
    A flooded inlet with thick, dragging reeds and low visibility.
    • Skill Challenge: DC 13 group Survival/Perception (3 successes before 2 failures) to locate signs of the sunken ferry.
    • On failure, the group is attacked by a Reed Swarm or loses 1 hour in the marsh.
  3. Wreck of The Juniper
    Submerged under 6 feet of murky water. A successful DC 12 Investigation reveals:
    • A smashed hull (likely collision)
    • Scrapes that could be claw marks
    • One crate remains lashed (with a broken seal), others missing
    • A body (ferryman?) wrapped in kelpy growth—possibly animated if disturbed.

Creatures

  • Bogling Lurker
    Small aberration (swamp-dwelling), neutral evil
    • AC: 13 HP: 18 (4d6 + 4) 
      Speed: 30 ft., swim 30 ft.
    • STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 8 (–1) WIS: 11 (+0) CHA: 6 (–2)
    • Skills: Stealth +4, Perception +2
    • Senses: Darkvision 60 ft., passive Perception 12
    • Languages: understands Common & Aquan but can’t speak
    • Traits:
      • Swamp Ambusher: Advantage on attack rolls against surprised creatures in water or reeds.
      • Slippery Form: Advantage on checks to escape grapples.
      • Multiattack: Two claw attacks (1d4+2 slashing each)
      • Harpoon Toss (1/Day): Ranged attack (30 ft) for 1d8+2 piercing and may pull target 10 ft (DC 12 STR save to resist).
  • Reed Swarm
    Medium swarm of Tiny beasts (insects), unaligned
    • AC: 12 HP: 22 (5d8) Speed: 10 ft., fly 20 ft.
    • STR: 3 (–4) DEX: 13 (+1) CON: 10 (+0) INT: 1 (–5) WIS: 7 (–2) CHA: 1 (–5)
    • Damage Resistances: Bludgeoning, Piercing, Slashing
    • Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
    • Traits: Swarm — Can occupy another creature’s space and vice versa.
    • Bite Swarm: +3 to hit, 4 (1d4+1) piercing damage; DC 10 CON save or suffer Disadvantage on Perception checks for 1 hour due to itchy welts and stings.
  • Drowned Ferryman (Optional Undead)
    Medium undead, neutral
    • AC: 11 HP: 27 (5d8 + 5) Speed: 20 ft., swim 20 ft.
    • STR: 14 (+2) DEX: 6 (–2) CON: 13 (+1) INT: 3 (–4) WIS: 10 (+0) CHA: 5 (–3)
    • Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks
    • Condition Immunities: Poisoned
    • Senses: Darkvision 60 ft., passive Perception 10
    • Traits:
      • Rotten Grasp: On a hit with a slam, target must succeed on DC 12 STR save or be grappled.
      • Revenant’s Memory (1/Day): Speaks a single, water-logged phrase from its final moments — potentially offering a clue or cryptic warning.
      • Slam: +4 to hit, 1d6+2 bludgeoning damage.

DM NOTES

  • The claw marks match sightings in WH4.3 – Marsh Stalkers.
  • The Passenger is Missing: Perrik Tanglefoot may have escaped, been taken, or is hiding from what he saw (Leads into WH4.4 – The Reed Maze).
  • Unnatural Pull: Players with Detect Magic may sense necrotic residue in the reeds. Reed spirits angry at overharvesting may be active (connect to WH4.5 or WH4.7).
  • Elsbeth grows suspicious and offers another job to secure the route (WH4.6)

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