The Ferryman

Forest river crossing event. Stumble upon wide river with mysterious cloaked ferryman. Pay 25 gold for passage (normal rate) or 100 gold (inflated if caught freeloading). 18 random outcomes if paid, 9 if didn't pay. Results range from safe passage, defensive buff (+20% def, 10-15 rounds), gold/gems/turn gains, falling overboard with drownchance % death (default 30%), hypnotic trance causing gold/gems/HP loss, instant death greeted by deathoverlord with favor, physical assault (2 to 50% HP damage possibly fatal), or combat encounter (ferryman level+2 with ferry pole, costs max 5 turns on victory, death on defeat). Swim = 30% drown risk. Climb back = -1 turn or drown. Flee riverbank = lose gold %/gems/HP %. Based on concept by Ken Stephens. Where you're exploring the Forbidden Forest and suddenly hear rushing water, duck through underbrush to find yourself on the bank of a river that definitely wasn't on any map, meet a cloaked figure with glowing green eyes who offers boat passage for a modest fee, and depending on the dice roll she either helps you cross peacefully, sings an uplifting song about your forest adventures, hands you a mysterious leather pouch full of treasure, puts you in a hypnotic trance and robs you while you're unconscious, swings a ferry pole at your head with intent to commit murder, throws you overboard into murky water where you have a 30% chance of drowning while she laughs at your thrashing, or simply stares into your soul until you die on the spot and get greeted by Bellatrix in the afterlife.

Initial Encounter

Discovery:

  • "`2While searching the forest, you duck into some underbrush and hear the rush of water."
  • "Looking for the source of the noise, you stumble out of the forest and you find yourself standing on the bank of a wide river."
  • "Trying to devise a way to cross, you glance upstream and notice what appears to be a small dock not too far away.`n`n"

The Ferryman:

  • "You head upstream and find a cloaked figure standing next to a small boat moored to the dock."
  • Gender: Female (referred to as "she" in code, though cloaked and mysterious)
  • Distinguishing feature: Green glowing eyes visible from within hood
  • Weapon: Ferry pole (also used for boat propulsion and skull-cracking)
  • "Surely she could help you cross."

Your Initial Choices:

  • Talk to the Figure - Approach ferryman
  • Go Back - Return to forest, ignore entirely

Approaching the Ferryman

If you talk:

  • "`2You approach and the figure motions you onto the boat."
  • Ferryman doesn't speak yet, just gestures
  • Silent invitation to board

Your Choices:

  • Get Onboard - Accept ride offer
  • Go Back - Return to forest

If you ignore/go back:

  • "`2You decide to ignore the cloaked figure and return to the forest."
  • Safe exit, no consequences
  • Event ends

Boarding the Ferry

The Price:

  • "`2The figure points to a cup."
  • Sign reads: "`@25 gold to cross`2" (ferrycost setting, default 25)
  • Payment requested upfront
  • Cup for gold coins

Your Choices:

  • Pay 25 Gold - Pay normal fare
  • Don't Pay - Board without paying (freeloading)
  • Get Out - Leave boat, return to forest

Payment Paths

Path 1: Pay Normal Fare (25 Gold)

If you have 25+ gold:

  • "`2The gold coins echo loudly as they fall into the cup."
  • 25 gold deducted
  • "The ferryman reaches out to a long pole."
  • "Bony fingers grasp the pole and drive it deep into the water."
  • "The ferry pushes off across the river.`n`n"
  • "About halfway across, the ferryman turns to you."
  • "You see green glowing eyes shining from within the hood.`n`n"
  • paidferry = 1 (better outcome odds)
  • Proceed to 18 possible outcomes (e_rand 1-18)

If you DON'T have 25 gold:

  • "`2You dig through your pockets and pouches, but you can't find enough gold.`n`n"
  • "The ferryman waits expectantly."
  • Options: Board Anyway (freeload) or Leave

Path 2: Don't Pay (Freeloading)

Initial boarding:

  • "`2You get into the ferry without paying."
  • "The ferryman waits for a short moment and then reaches out to a long pole."
  • Ferry departs anyway
  • "About halfway across, the ferryman turns to you."
  • "You see green glowing eyes shining from within the hood.`n`n"

Inflated Fare Demand (if you have 100+ gold):

  • "He reaches out and points a bony finger at the cup."
  • "You hear a voice with a commanding tone demanding that you now pay `@100 `2gold." (highferrycost setting)
  • Penalty for freeloading: 4x normal price!
  • Options:
    • Pay 100 Gold - Pay inflated fare (paidferry = 1, proceed to 1-18 outcomes)
    • Don't Pay - Refuse again (paidferry = 0, proceed to 1-9 outcomes only)

If you have <100 gold:

  • Ferryman doesn't bother asking for inflated fare (you're broke)
  • Proceeds directly to outcomes (1-9 range, worse odds)

Payment Impact on Outcomes

Payment Status Outcome Range Good Outcome %
Paid (25g or 100g) e_rand(1,18) ~61% (11/18 good outcomes)
Didn't Pay e_rand(1,9) ~44% (4/9 good outcomes)

Conclusion: Paying improves odds significantly. Better outcomes, wider range, less risk.

The 18 Possible Outcomes

Outcomes 1, 10, 14, 18: Safe Passage

Probability: 4/18 if paid (22.2%), 1/9 if not paid (11.1%)

  • "`2After peering at you for a moment, the ferryman turns back and resumes poling."
  • "A short time later, you reach the other shore.`n`n"
  • "The ferryman waits patiently as you disembark and return to the forest."
  • No rewards, no penalties
  • Uneventful crossing
  • Safest outcome

Outcomes 2, 11, 15: Ferryman's Song (Defensive Buff)

Probability: 3/18 if paid (16.7%), 1/9 if not paid (11.1%)

  • "`2A voice emanates from the figure and asks you how your fights in the forest have been going."
  • "Surprised, you tell the ferryman about your day."
  • "When you finish, she breaks into a song about you."
  • "The song lifts your spirits and you arrive at the opposite riverbank without further incident.`n`n"
  • "`&You feel uplifted!"

Buff: `&Ferryman's Song:

  • Rounds: 10-15 (random, e_rand)
  • Effect: defmod 1.2 (+20% defense)
  • Round message: "`7You feel uplifted as you hum the ferryman's song!"
  • Wearoff: "`7The effects of the ferryman's song fade into memory."
  • Solid defensive buff for medium duration

Outcomes 3, 12, 16: Treasure Pouch (Gold or Gems)

Probability: 3/18 if paid (16.7%), 1/9 if not paid (11.1%)

  • "`2He peers at you for a moment, then turns back and continues to the other shore."
  • "As you climb out of the boat, you notice an extra small leather pouch on your person!`n`n"
  • Mysterious pouch appears (ferryman planted it? Magic?)

Reward Distribution:

  • Gold (75% chance if gaingemchance=25):
    • Amount: 10-40 gold (e_rand)
    • "`&You have gained `^[amount] gold`&!"
    • Nice bonus, helps with expenses
  • Gems (25% chance, configurable):
    • Amount: 1-3 gems (e_rand, rounded)
    • "`&You have gained `%[amount] gem(s)`&!"
    • Better value than gold
    • gaingemchance setting controls probability (default 25%)

Outcomes 4, 13, 17: Hypnotic Trance (+1 Forest Fight)

Probability: 3/18 if paid (16.7%), 1/9 if not paid (11.1%)

  • "`2The eyes seem to look straight into your mind."
  • "Unable to turn away, you feel yourself slipping into a trance."
  • "As you approach the shore, you snap out of the trance and feel refreshed."
  • "In fact, you think you could face another forest creature!`n`n"
  • "`&You have gained a forest fight!"
  • +1 turn
  • Excellent outcome (turn value = ~1 gem equivalent)

Outcome 5: Fall Overboard (Swim/Climb Choice)

Probability: 1/18 if paid (5.6%), 1/9 if not paid (11.1%)

  • "`2The ferryman starts moving towards you."
  • "Suddenly, something hits the boat, sending you into the river!"
  • Splash! Into murky water
  • Mysterious impact (what hit the boat? Module doesn't say)

Your Choices:

  • Swim for the Shore - Attempt to swim
    • drownchance % probability of death (default 30%)
    • If you drown (30%):
      • "As you thrash about in the water, you notice the ferryman looking over at you from the boat."
      • "A haunting sound drifts to you from the boat and you realize that the ferryman is laughing at your plight."
      • "As you sink into the murky depths of the river, you hear naught but the ferryman's laughter echoing in your ears.`n`n"
      • "`&You have died!"
      • alive = 0, hitpoints = 0, gold = 0 (lose all gold)
      • News: "`%[name] `7was last seen aboard a small boat.`0"
      • Ferryman laughs while you drown (sadistic ghost)
    • If you survive (70%):
      • "`2The ferryman extends her pole to you and helps you back onboard.`n`n"
      • "Thankfully, the rest of the journey passes without incident and you arrive on the other shore."
      • "The ordeal has left you intact, though a little tired."
      • -1 forest fight (if you have any)
      • Mild penalty, but alive
  • Climb Back In - Get back in boat
    • drownchance % probability of death (default 30%)
    • Same death/survival outcomes as swimming
    • No mechanical difference (both have 30% death risk)
    • Choice is flavor only

Outcome 6: Hypnotic Robbery (Lose Gold/Gems/HP)

Probability: 1/18 if paid (5.6%), 1/9 if not paid (11.1%)

  • "`2Looking at the eyes, you find that you are unable to tear away your gaze from the hypnotic stare.`n`n"
  • "And then, darkness.`n`n"
  • "A short time later, you awaken."
  • "You seem to have washed up on the other shore."
  • "Not knowing exactly what happened, you decide it would best if you were to quickly leave this place.`n`n"

Loss Type (random 1-3):

  • Loss 1: Gold (if you have any):
    • Amount: losegoldpercent % of current gold (default 5%)
    • "`&In your haste, you drop `^[amount] gold`&!"
    • Example: 1000 gold → lose 50 gold
  • Loss 2: Gems (if you have any and not gold loss):
    • Amount: 1 to losegemamount gems (default max 5)
    • If you have fewer gems than rolled: Lose ALL gems
    • "`&In your haste, you drop `%[amount] gem(s)`&!"
    • Or: "`&In your haste, you drop all your gems!" (if wiped)
  • Loss 3: HP (fallback if no gold/gems or random):
    • Amount: losehppercent % of current HP (default 20%)
    • "`&In your confusion, you stumble and hurt yourself for `\$[damage] hitpoints`&!"
    • Example: 100 HP → lose 20 HP
    • No death check (can't die from this directly)

Interpretation: Ferryman hypnotizes you, robs you while unconscious, dumps you on shore. Classic evil ferryman behavior.

Outcome 7: Instant Death (Favor Gain)

Probability: 1/18 if paid (5.6%), 1/9 if not paid (11.1%)

  • "`2The ferryman turns to you and her green eyes flare brightly."
  • "As you stare into those eyes, you feel an intense burning."
  • "Suddenly, you lose consciousness.`n`n"
  • ".and awaken to find %s `0greeting you." (deathoverlord, default Bellatrix)
  • INSTANT DEATH
  • alive = 0, hitpoints = 0
  • Favor gain: 1 to maxfavorgain (default max 15)
  • News: "`%[name] `7was last seen aboard a small boat.`0"
  • No gold loss (different from other ferryman deaths)
  • At least you get favor consolation prize

Why instant death?: Ferryman's eyes have death magic. Green glowing stare = soul extraction. Spooky!

Outcome 8: Surprise Attack (Fight Option)

Probability: 1/18 if paid (5.6%), 1/9 if not paid (11.1%)

  • "`2He seems to think for a moment, then turns back and resumes poling."
  • "You relax and turn your attention back to the waters.`n`n"
  • "`2Suddenly, you hear a sharp whistling sound."
  • "Looking up, you see the ferryman's pole swinging towards your head!"
  • "Quickly ducking, you manage to dodge the blow, but the ferryman starts swinging again!"

Your Choices:

  • Duck and Fight - Engage in combat (see Combat section below)
  • Duck and Run - Try to flee
    • "`2You dodge the second blow and turn to run."
    • "Looking at the murky waters all around, you realize you have nowhere to run and turn to face the ferryman!"
    • Forced into combat anyway (can't run from boat)
    • Flavor text acknowledging futility

Outcome 9: Direct Assault (Damage + Possible Death)

Probability: 1/18 if paid (5.6%), 1/9 if not paid (11.1%)

  • "`2The ferryman starts moving towards you."
  • "You start to edge away from him and she swings her ferry pole at you!"
  • "Not having much room to maneuver, she delivers a painful blow!`n`n"
  • Ferryman attacks WITHOUT giving you fight option
  • Unavoidable hit

Damage:

  • Amount: 2 to 50% of current HP (e_rand, rounded)
  • "`&You were struck for `\$[damage] point(s) of damage`&!`n`n"
  • Highly variable (could be 2 HP or half your health)

If damage kills you (HP ≤ 0):

  • "`n`&You have died!"
  • alive = 0, hitpoints = 0, gold = 0 (lose all gold)
  • News: "`%[name] `7was last seen aboard a small boat.`0"
  • Death from blunt force trauma via ferry pole

If you survive:

  • "`2The ferryman seems satisfied and turns away."
  • "The rest of the trip proceeds without incident, and you arrive at the other shore."
  • Ferryman just. stops attacking (satisfied with violence?)
  • You reach shore injured but alive

Combat: Fighting the Ferryman

Triggers:

  • Outcome 8: Ferryman surprise attack (you choose "Duck and Fight")
  • Outcome 8: Try to flee but can't (forced fight)

Ferryman Combat Stats:

  • Name: "`7The Ferryman`0"
  • Level: Player level + 2 (always 2 levels above you)
  • Weapon: "Ferry Pole"
  • Attack: Equal to player's attack
  • Defense: Equal to player's defense
  • HP: Equal to player's max HP (rounded)
  • Player gets first strike (didsurprise = 1, ferryman never goes first)

Combat Mechanics:

  • Standard LoGD battle system
  • You CANNOT run (on boat, surrounded by water)
  • "With nothing but murky water all around, you have nowhere to run!`n`n"
  • Fight to death or victory only

Victory (You Defeat Ferryman)

  • "`n`@You have managed to defeat the Ferryman!"
  • "You cautiously approach the body, and suddenly, it shimmers and disappears before your eyes!`n`n"
  • Ferryman body vanishes (ghost? Illusion? Respawns later?)

Auto-Heal (if HP ≤ 0 but victorious):

  • "`n`n`^Using a bit of river weed, you are able to staunch your own wounds, stopping your bloodloss before you are completely dead.`n"
  • HP set to 1 (survival mechanism)
  • Prevents pyrrhic victory death

Drift to Shore:

  • "`2Without the ferryman, you are left to drift with the river currents."
  • "It takes a long time, but you eventually get to the other shore.`n`n"
  • No ferryman to pole boat, currents take you
  • Slow drift (flavor text)

Penalty: Forest Fight Loss:

  • Lose 1 to maxfflost forest fights (default max 5)
  • If you have fewer than max, lose all remaining turns
  • "`&You have lost [amount] forest fight(s)!"
  • Significant time cost for victory
  • Example: maxfflost = 5, you have 12 turns → lose 5 turns (7 remain)
  • Example: maxfflost = 5, you have 3 turns → lose 3 turns (0 remain)

Defeat (Ferryman Defeats You)

  • "`n`@You have been killed by the Ferryman!"
  • "As your last breath escapes you, all you hear is haunting laughter."
  • DEATH
  • alive = 0, hitpoints = 0, gold = 0 (lose all gold)
  • News: "`%[name] `7was last seen aboard a small boat.`0"
  • Ferryman laughs as you die (classic villain)
  • Standard death penalties apply

Combat Risk Assessment

Outcome Cost Likelihood
Victory -1 to -5 turns (significant) Depends on build/buffs
Defeat Death + all gold lost Depends on build/buffs

Recommendation: Fighting ferryman is ALWAYS bad. Even victory costs 1-5 turns. Defeat = death. Better to take Outcome 9 damage and survive than fight.

Outcome Probability Summary

Outcome Type If Paid (1-18) If Not Paid (1-9)
1,10,14,18: Safe Passage Neutral 22.2% (4/18) 11.1% (1/9)
2,11,15: Def Buff Good 16.7% (3/18) 11.1% (1/9)
3,12,16: Gold/Gems Good 16.7% (3/18) 11.1% (1/9)
4,13,17: +1 Turn Good 16.7% (3/18) 11.1% (1/9)
5: Fall Overboard Bad (30% death) 5.6% (1/18) 11.1% (1/9)
6: Hypnotic Robbery Bad 5.6% (1/18) 11.1% (1/9)
7: Instant Death Very Bad 5.6% (1/18) 11.1% (1/9)
8: Forced Combat Very Bad 5.6% (1/18) 11.1% (1/9)
9: Direct Assault Bad (possible death) 5.6% (1/18) 11.1% (1/9)

Good Outcomes Summary:

  • If Paid: 72.2% positive (safe passage + buffs + rewards + turns)
  • If Not Paid: 44.4% positive
  • Payment almost doubles your odds of good outcome

Death Risk:

  • If Paid: ~7.5% death risk (outcome 5 × 30% + outcome 7 + outcome 8 defeat + outcome 9 kill)
  • If Not Paid: ~15% death risk (doubled probabilities)
  • Don't pay = twice the death risk

Admin Configuration

Settings:

  • ferrycost: Normal passage cost (int, default 25 gold)
  • highferrycost: Inflated cost if caught freeloading (int, default 100 gold)
  • drownchance: % chance of drowning when swim/climb (range 0-100, default 30%)
  • gaingemchance: % chance of gem reward instead of gold (range 0-100, default 25%)
  • losegoldpercent: % of gold lost in outcome 6 (range 0-100, default 5%)
  • losegemamount: Max gems lost in outcome 6 (int, default 5)
  • losehppercent: % HP lost in outcome 6 (range 0-100, default 20%)
  • maxfavorgain: Max favor from death in outcome 7 (int, default 15)
  • maxfflost: Max forest fights lost on ferryman combat victory (int, default 5)

User Preferences:

  • paidferry: Did player pay for passage (bool, default 0, resets each encounter)

Strategy Guide

Should You Take the Ferry?

YES, if you pay:

  • 72% positive outcomes (buffs, gold, gems, turns, safe passage)
  • Only 25 gold cost (cheap insurance)
  • ~7.5% death risk (manageable)
  • Expected value positive (rewards outweigh risk)

NO, if you don't pay:

  • Only 44% positive outcomes
  • ~15% death risk (doubled)
  • 11.1% chance of each bad outcome (vs 5.6% when paid)
  • Inflated fare demand (100g) if you're "rich" (≥100g)
  • Not worth the risk unless desperate/broke

Ignore entirely if:

  • Very low HP (<25%) - can't survive Outcome 9 damage
  • No resurrection available - can't afford death risk
  • Risk-averse - prefer safe forest events
  • Poor (<25 gold) - can't pay, worse odds guaranteed

Optimal Play

Step-by-step:

  • 1. Talk to ferryman (investigate)
  • 2. Board ferry (accept offer)
  • 3. Pay 25 gold (normal rate, improve odds)
  • 4. Accept random outcome gracefully

If you can't afford 25 gold:

  • Option A: Leave (safest, no risk)
  • Option B: Don't pay and hope for good outcome (risky, 44% positive rate)
  • Recommendation: Leave unless desperate for potential rewards

Specific Outcome Handling

If Outcome 5 (Fall Overboard):

  • Swim vs Climb: No mechanical difference (both 30% death)
  • Choose based on roleplay preference
  • Pray to RNG gods (70% survival odds)

If Outcome 8 (Surprise Attack):

  • DON'T fight if you can help it (even victory costs 1-5 turns)
  • But you're forced to fight (can't run from boat)
  • Use combat buffs if available
  • Hope ferryman rolls poorly

If Outcome 9 (Direct Assault):

  • No choice, take the hit
  • Damage: 2 to 50% HP (wide range)
  • If you survive: Ferry continues normally (ferryman stops attacking)
  • Better than Outcome 8 (no extended combat)

Lore & Flavor

Ferryman Archetype:

  • Classic mythological figure (Charon, Greek mythology)
  • Ferries souls across River Styx to underworld
  • Requires payment (coin on tongue tradition)
  • This module: Mysterious cloaked figure with green glowing eyes
  • Bony fingers, haunting laughter, death magic stare

The River:

  • Wide river, not on any map
  • Murky water (can't see bottom, dangerous to swim)
  • Strong currents (drift to shore after ferryman killed)
  • Appears randomly in forest (magical? Dimensional?)
  • Dock with small boat moored

Gender Confusion:

  • Code switches between "she" and "he" pronouns
  • Cloaked figure = gender ambiguous
  • Likely intentional mystery
  • Or coding inconsistency (both possible)

Why So Dangerous?:

  • Ferryman isn't benevolent guide
  • Attacks passengers randomly
  • Laughs while you drown
  • Has death magic (green eye stare kills)
  • Hypnotic powers (robs you unconscious)
  • Body vanishes when defeated (supernatural being)
  • Conclusion: Evil ghost/demon, not helpful NPC

Wholesome Moments:

  • Ferryman's Song: She asks about your day, listens, writes song about you
  • Treasure Pouch: Mysterious gift appears (did she plant it?)
  • Hypnotic Trance (turn gain): Refreshing trance, feel energized
  • Not ALWAYS evil, just. unpredictable

Common Questions

Q: Can I avoid the ferryman encounter?
A: Yes. Choose "Go Back" when you first see the cloaked figure. Safe exit, no consequences.

Q: Is paying 25 gold worth it?
A: Yes. Payment increases outcome range from 1-9 to 1-18, doubling your chances of positive outcomes (72% vs 44%).

Q: What's the death rate for this encounter?
A: ~7.5% if paid, ~15% if not paid. Multiple death sources: instant death (outcome 7), drowning (outcome 5, 30% chance), combat death (outcome 8), damage death (outcome 9 if high roll).

Q: Should I swim or climb back if I fall overboard?
A: No mechanical difference. Both have 30% drown chance, 70% survival (lose 1 turn). Choose based on roleplay.

Q: Can I run from ferryman combat?
A: No. You're on a boat surrounded by murky water. "With nothing but murky water all around, you have nowhere to run!"

Q: Why does defeating the ferryman cost forest fights?
A: Time cost. Without ferryman, boat drifts slowly on currents. "It takes a long time" = 1-5 turns lost.

Q: What's with the green glowing eyes?
A: Death magic. Outcome 7: Eyes flare, you feel burning, instant death. Supernatural power.

Q: Can I encounter this multiple times per day?
A: Yes. No daily limit. Random forest event (100% weight). Can trigger repeatedly.

Q: Why does the ferryman attack passengers randomly?
A: Evil supernatural being. Not a helpful NPC. Attacks, robs, drowns, or kills passengers based on RNG mood.

Q: Is the treasure pouch reward good?
A: Yes. 10-40 gold (75% chance) or 1-3 gems (25% chance). Free bonus for doing nothing.

The Ferryman: where you're exploring the Forbidden Forest and suddenly hear rushing water, stumble through underbrush to discover a wide river that definitely wasn't mentioned in any geography lessons, find a mysterious cloaked figure with glowing green eyes offering boat passage for the modest fee of 25 gold, and depending on the outcome of an eighteen-way dice roll she either safely poles you across while maintaining spooky silence, asks about your day then writes and performs an uplifting song about your forest adventures that gives you +20% defense for 10-15 rounds, slips a mysterious leather pouch into your belongings containing 10-40 gold or 1-3 gems, stares into your mind with hypnotic eyes until you enter a trance and wake up refreshed with an extra forest fight, knocks you overboard into murky water where you have a 30% chance of drowning while she laughs hauntingly at your thrashing, hypnotizes you then robs you while you're unconscious leaving you to wake up on shore missing 5% of your gold or up to 5 gems or 20% of your HP, stares at you with death magic green eyes causing instant death and a greeting from Bellatrix in the afterlife along with 1-15 favor as consolation prize, suddenly swings her ferry pole at your head forcing you into level+2 combat where even victory costs 1-5 forest fights and defeat means death, or just straight-up hits you for 2 to 50% of your HP possibly killing you outright before going back to poling as if nothing happened. Payment drastically improves your odds (72% positive outcomes vs 44% if you freeload), though if you board without paying and have 100+ gold she demands an inflated fare of 100 gold in a commanding voice while pointing a bony finger at the payment cup. The ferryman's body vanishes when defeated suggesting supernatural origin, her laughter echoes while you drown confirming malevolent intent, and the entire encounter is based on Charon from Greek mythology except this ferryman is significantly more violent and less professional about the whole "transporting souls across rivers" business.