Tidewright
Find
Find Β· every page, every section, one list
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The Ophidian's Summons
Addendum to Haxami Bruja Β· the contract that carried him to the Darktide Isles
The Players
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The Teahouse in Toh'Ehn
The Ophidian's Summons
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Haxami Bruja
The ghost in the machinery of bureaucracy
The Players
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Identity
Haxami Bruja
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The Psyche
Haxami Bruja
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Constructed Cynicism
Haxami Bruja
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The Architecture of a Survivor
Haxami Bruja
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The Bloodied Sands
Haxami Bruja
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Fracture Points
Haxami Bruja
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Personality
Haxami Bruja
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At the Table
Haxami Bruja
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Marellius Geyser Tohan
The wizard who cooks
The Players
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Identity
Marellius Geyser Tohan
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An Orphan
Marellius Geyser Tohan
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The Family That Took Him In
Marellius Geyser Tohan
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Deepwater Hold
Marellius Geyser Tohan
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The Academy of Tenai Kata
Marellius Geyser Tohan
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The Kitchen in Onda
Marellius Geyser Tohan
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An Ambitious Man
Marellius Geyser Tohan
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His Purposes in Onda
Marellius Geyser Tohan
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Deliberately Unwritten
Marellius Geyser Tohan
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Before the Shore
Addendum to Nonne Β· written by his player Β· his life up to the day on the ship
The Players
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The Village
Before the Shore
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The Aunt and House Tahlama
Before the Shore
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The Voyage to Ehn
Before the Shore
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After the Shore
Before the Shore
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Deliberately Unwritten
Before the Shore
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Nonne
The barbarian who will not rage
The Players
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Identity
Nonne
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The Ship
Nonne
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The Second Self
Nonne
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The Fear of Raging
Nonne
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Unknown Provenance
Nonne
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Deliberately Unwritten
Nonne
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Haxami β the long dark
Thread page Β· what happened between the killing blow and YβJani finding him
Threads
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Settled, in one line
Haxami β the long dark
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The open question
Haxami β the long dark
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The shape, as Jack wants it
Haxami β the long dark
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Decided, 2026-09-10
Haxami β the long dark
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The paperwork, decided 2026-09-17
Haxami β the long dark
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Who intervened
Haxami β the long dark
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What the deal cost
Haxami β the long dark
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Y'Jani's part
Haxami β the long dark
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The Pact-breaker question
Haxami β the long dark
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Seeds β plant now, pay later
Haxami β the long dark
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What not to do
Haxami β the long dark
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Promoted
Haxami β the long dark
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Haxami β the Game
Thread page Β· what the Game is, and how it reaches the table
Threads
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Settled, in one line
Haxami β the Game
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The open question
Haxami β the Game
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Decided, 2026-09-17
Haxami β the Game
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Candidate answers
Haxami β the Game
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The rules, as canon states them
Haxami β the Game
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Hooks
Haxami β the Game
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What he'd trade for it
Haxami β the Game
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The sheet
Haxami β the Game
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Promoted
Haxami β the Game
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Threads
The fourth column is the one that earns this page β two characters wanting incompatible things from the same person is a night of play, and it is invisible until the rows sit together.
Threads
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The collision table
Threads
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Standing risks across the threads
Threads
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The tapestry β first pass
Threads
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The spine β the mission was the route
Threads
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Nonne β his family were the witnesses
Threads
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Trill β the southern fire is the southern leg
Threads
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Marellius β the pearl is what the buyer wants
Threads
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Serrin sits on top of all of it
Threads
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The thread pages
Threads
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Marellius β where he came from
Thread page Β· the origin the player is looking for, and what is actually there
Threads
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Settled, in one line
Marellius β where he came from
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The open question
Marellius β where he came from
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The answer
Marellius β where he came from
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Considered, not taken
Marellius β where he came from
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What canon already says
Marellius β where he came from
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Hooks
Marellius β where he came from
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What heβd trade for it
Marellius β where he came from
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The sheet
Marellius β where he came from
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Promoted
Marellius β where he came from
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Nonne β what came into him
Thread page Β· the source of the wild magic, and what the second self is
Threads
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Settled, in one line
Nonne β what came into him
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The open question
Nonne β what came into him
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Candidate answers
Nonne β what came into him
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C Β· The magic is a wound β **superseded 2026-09-08**
Nonne β what came into him
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F Β· Piers Godwin saw him β **CHOSEN for the ship, 2026-09-09**
Nonne β what came into him
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G Β· His father rides him β **DECIDED 2026-09-13, DM only**
Nonne β what came into him
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Hooks
Nonne β what came into him
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What he'd trade for it
Nonne β what came into him
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The sheet
Nonne β what came into him
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Promoted
Nonne β what came into him
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Trill
The trader who watches
The Players
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Identity
Trill
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The Skin
Trill
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Raised in the Guwala
Trill
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The Bookkeeper at North Point
Trill
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The Southern Fire
Trill
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A Trader around Onda
Trill
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Curious, and Passive
Trill
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The Man on the Shore
Trill
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What They Are Looking For
Trill
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Deliberately Unwritten
Trill
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Get This to the Sergeant
Cold open 13 Β· Haxami takes a dying messengerβs letter and outruns the Wild Tribes to bring it home, and is made a scout for it
The Sessions
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The opening
Get This to the Sergeant
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What happens
Get This to the Sergeant
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Whatβs rolled
Get This to the Sergeant
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The DMβs die
Get This to the Sergeant
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What it reveals
Get This to the Sergeant
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Still open
Get This to the Sergeant
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The Beds at Dawn
Cold open 3 Β· Haxami meets Losam Ferrante on the mudflats below the quay, at the bottom of the tide
The Sessions
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The opening
The Beds at Dawn
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What happens
The Beds at Dawn
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Whatβs rolled
The Beds at Dawn
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What it reveals
The Beds at Dawn
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Still open
The Beds at Dawn
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One More Thing
Cold open 6 Β· Marellius, a few years on in Deepwater Hold, the night the fire answers him
The Sessions
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How it fires
One More Thing
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The opening
One More Thing
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What happens
One More Thing
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Whatβs rolled
One More Thing
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What it reveals
One More Thing
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Still open
One More Thing
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Stop, Thief
Cold open 5 Β· Marellius, about ten, runs from the harbor watch with a stolen pie, and Rasha Tohan claims him
The Sessions
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The opening
Stop, Thief
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What happens
Stop, Thief
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Whatβs rolled
Stop, Thief
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What it reveals
Stop, Thief
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Still open
Stop, Thief
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Try This
Cold open 10 Β· Marellius, a season into Deepwater Hold, at a wake for a boat that didnβt come back
The Sessions
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The opening
Try This
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What happens
Try This
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Whatβs rolled
Try This
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What it reveals
Try This
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Still open
Try This
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Nobodyβs Responsibility
Cold open 1 Β· Nonne and Haxami, about a month before all this, on the Onda quay
The Sessions
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The opening
Nobodyβs Responsibility
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What happens
Nobodyβs Responsibility
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Whatβs rolled
Nobodyβs Responsibility
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What it reveals
Nobodyβs Responsibility
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Still open
Nobodyβs Responsibility
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To the Cairn
Cold open 17 Β· Seeran scouts come through Nonneβs village and put up a race, and the village boys drag him into it against Haxami
The Sessions
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The opening
To the Cairn
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What happens
To the Cairn
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Whatβs rolled
To the Cairn
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What it reveals
To the Cairn
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Still open
To the Cairn
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Passage
Cold open 20 Β· a night of deck games on the crossing, with Nonne in the middle of them and the mate keeping score
The Sessions
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The opening
Passage
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What happens
Passage
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Whatβs rolled
Passage
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What it reveals
Passage
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Still open
Passage
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Parting Gift
Cold open 15 Β· Trill leaves TohβAngalo by water, and Toto gives them the blowgun before the Shield and Coin go north
The Sessions
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The opening
Parting Gift
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What happens
Parting Gift
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Whatβs rolled
Parting Gift
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What it reveals
Parting Gift
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Still open
Parting Gift
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The Blowgun
Cold open 14 Β· Trill guides an Order of the Shield and Coin cargo through the Juhasa, and saves Toto from a snakebite
The Sessions
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The opening
The Blowgun
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What happens
The Blowgun
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Whatβs rolled
The Blowgun
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What it reveals
The Blowgun
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Still open
The Blowgun
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The Shore
Cold open 12 Β· Trill goes into the break after two bodies going out on the ebb, then has to keep one of them from Ondaβs wreckers
The Sessions
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The opening
The Shore
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What happens
The Shore
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Whatβs rolled
The Shore
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What it reveals
The Shore
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Still open
The Shore
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The Wreck
Cold open 2 Β· Trill goes aboard the ship Nonne came off, some days after the shore, and finds one man alive on it
The Sessions
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The opening
The Wreck
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What happens
The Wreck
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Whatβs rolled
The Wreck
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What it reveals
The Wreck
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Still open
The Wreck
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Cold Opens
How a session starts Β· five to ten minutes of somebodyβs past
The Sessions
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What a cold open is
Cold Opens
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They are all shared memories
Cold Opens
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The shape of one
Cold Opens
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Queued
Cold Opens
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Trillβs road to Onda β a series of two, run in order; priority not yet set. Captured 2026-09-07. Both written, 14 and 15, and listed under Written below; 16 was cut 2026-10-01
Cold Opens
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In Play
Every thread the party could pick up next Β· as of the top of session 8
The Sessions
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Isa, after the grave
In Play
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Losam
In Play
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Trill knows about Haxami
In Play
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Dita strikes back at Haxami
In Play
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Nonne and Thor
In Play
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Miriam
In Play
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Tuck and Kestrel
In Play
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Godwin
In Play
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The Inquisition
In Play
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Jory and the Ophidian
In Play
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Totoβs cousin
In Play
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The vent above the town
In Play
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A Few Questions
The arc and the run-sheet Β· Onda, House Sai Β· an Inquisitor who breaks the Pact to enforce it
A Few Questions
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Premise
A Few Questions
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Inquisitor Nahu Serrin
A Few Questions
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Hooks β getting them in
A Few Questions
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Scene Flow
A Few Questions
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The Sai Friction
A Few Questions
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Haxamiβs Thread
A Few Questions
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Information Routing
A Few Questions
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Session Clock
A Few Questions
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Encounter Budget
A Few Questions
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Monster Roster
A Few Questions
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Failure & Setbacks
A Few Questions
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Rewards & Advancement
A Few Questions
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Endings
A Few Questions
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Scaling Your Table
A Few Questions
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Canon Touchpoints
A Few Questions
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Nothing Worth Staying For
Session 0 Β· prep read
A Few Questions
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Before you play β or at the table, now that there is room
Nothing Worth Staying For
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Premise
Nothing Worth Staying For
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The Fourth Mooring
Nothing Worth Staying For
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Hooks β getting them in
Nothing Worth Staying For
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Who Matters
Nothing Worth Staying For
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The Man at the Edge
Nothing Worth Staying For
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The Casting Off
Nothing Worth Staying For
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General Features
Nothing Worth Staying For
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1 Β· The Strand β 0:10 Β· 22 min Β· they meet the port before the rite. No dice
Nothing Worth Staying For
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The Dead Man β Emil Varga, called Never-Weeps, cooper of Onda
Nothing Worth Staying For
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The People on the Strand β the five NPCs, and where to meet them
Nothing Worth Staying For
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The work claim β the first claim, and how all three run
Nothing Worth Staying For
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2 Β· It Fails β 0:32 Β· 8 min Β· the rite is done right and does not take
Nothing Worth Staying For
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Pacing β about 45 minutes of scripted beats, then the roll
Nothing Worth Staying For
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Nothing Worth Staying For
Session 0 Β· the one-sheet
A Few Questions
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Opening monologue
Nothing Worth Staying For
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Scenes β every scene that could fire tonight
Nothing Worth Staying For
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NPCs β one line each
Nothing Worth Staying For
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Monsters β introduced tonight, fought next session
Nothing Worth Staying For
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Numbers
Nothing Worth Staying For
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Rewards
Nothing Worth Staying For
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Reading the Marks β the fight
They pull the ledger off the party in the bar and run for the stair β and whether it leaves the port decides what session 3 is. It did not leave
A Few Questions
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The roster
Reading the Marks β the fight
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Environment
Reading the Marks β the fight
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The taproom β where it is taken
Reading the Marks β the fight
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The alley β where it is fought
Reading the Marks β the fight
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How it ends β the gap holds, or it does not
Reading the Marks β the fight
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Reading the Marks
Session 2 Β· prep read
A Few Questions
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General Features β the Long Crossing: one room, until the last beat
Reading the Marks
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1 Β· Bess pours β 0:00 Β· 30 min Β· she tells them about Emil, and names the big quiet man. No dice
Reading the Marks
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2 Β· Tamβs letter β inside beat 1 Β· 5 min Β· the Handler says he has noticed them
Reading the Marks
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3 Β· The corner table β 0:35 Β· 10 min Β· she wants the book, and that is the way in
Reading the Marks
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4 Β· Dita reads the marks β 0:45 Β· 15 min Β· the ledger is a map of a route
Reading the Marks
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5 Β· The confession β 1:00 Β· 20 min Β· she sold the question that got him killed, and has just done it again
Reading the Marks
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6 Β· The ledger is taken β 1:20 Β· 30 min Β· she throws it to them across the room, and it goes up the alley
Reading the Marks
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7 Β· Dita, after β 1:50 Β· 15 min Β· she offers to help, for money. No dice
Reading the Marks
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The Long Crossing
Reading the Marks
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Pacing β the clock, and what to cut
Reading the Marks
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Reading the Marks β Recap
Session 2 Β· recap Β· what actually happened
A Few Questions
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The recap
Reading the Marks β Recap
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What did not fire
Reading the Marks β Recap
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What session 3 inherits
Reading the Marks β Recap
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Reading the Marks
Session 2 Β· the one-sheet
A Few Questions
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Opening monologue
Reading the Marks
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Scenes β every scene that could fire tonight
Reading the Marks
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NPCs β one line each
Reading the Marks
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Monsters
Reading the Marks
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Numbers β there are only three
Reading the Marks
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Rewards
Reading the Marks
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Session 4 β the deck fight
The route packet at the berth, at night Β· only if the party move on it
A Few Questions
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The roster
Session 4 β the deck fight
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Ambrose Kettle, called Tinderbox
Session 4 β the deck fight
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The deckhands
Session 4 β the deck fight
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The casks
Session 4 β the deck fight
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Oswin Tuck
Session 4 β the deck fight
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Environment
Session 4 β the deck fight
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How it ends β on Kestrelβs name
Session 4 β the deck fight
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Session 4 β the fight
The warehouse cellar Β· built for session 4, run in session 5
A Few Questions
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The roster
Session 4 β the fight
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The Ino of Wat Fenner, called Low Tide
Session 4 β the fight
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Watβs crewmen
Session 4 β the fight
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The casks
Session 4 β the fight
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Specters from the casks
Session 4 β the fight
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If the shed is burning
Session 4 β the fight
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Environment
Session 4 β the fight
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How it ends β Wat drops, and his soul is sent on or stays
Session 4 β the fight
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Session 4 β Recap
Session 4 Β· recap Β· what actually happened
A Few Questions
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The recap
Session 4 β Recap
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What did not fire
Session 4 β Recap
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Loose ends
Session 4 β Recap
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Session 4
Session 4 Β· the one-sheet Β· working title
A Few Questions
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Opening monologue
Session 4
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Scenes β the oyster house, then one section per direction
Session 4
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NPCs β one line each
Session 4
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Monsters β full blocks on the two fight pages
Session 4
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Numbers
Session 4
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Rewards
Session 4
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Session 5 β the doors
The warehouse main floor Β· on the way out, with the Cold Kiss
A Few Questions
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If Marellius calls Dita
Session 5 β the doors
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The roster
Session 5 β the doors
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Fitch and Greave
Session 5 β the doors
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The bruisers
Session 5 β the doors
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The casks
Session 5 β the doors
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Environment
Session 5 β the doors
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How it ends β the Cold Kiss stays, or it goes out the doors
Session 5 β the doors
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Session 5 β Recap
Session 5 Β· recap Β· what actually happened
A Few Questions
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The recap
Session 5 β Recap
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What did not fire
Session 5 β Recap
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Loose ends
Session 5 β Recap
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Session 5
Session 5 Β· the one-sheet Β· working title
A Few Questions
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Scenes β three acts, run in order
Session 5
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Information routing β every critical fact, and the ways to it
Session 5
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Failure & setbacks
Session 5
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NPCs β one line each
Session 5
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Monsters β full blocks on the two fight pages
Session 5
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Numbers
Session 5
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Rewards
Session 5
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Session 6 β Recap
Session 6 Β· recap Β· what actually happened
A Few Questions
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The recap
Session 6 β Recap
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What did not fire
Session 6 β Recap
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Loose ends
Session 6 β Recap
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Session 6
Session 6 Β· the one-sheet Β· working title
A Few Questions
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Scenes β the doors first, then whatever the players pick
Session 6
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Session 7 β the grave fight
Emilβs grave on the headland, at night Β· Jory holds Isa at the cliff edge and offers a trade
A Few Questions
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The trade
Session 7 β the grave fight
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Arrival order
Session 7 β the grave fight
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The roster
Session 7 β the grave fight
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Jory Vance, called Quiet Jory
Session 7 β the grave fight
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His raven
Session 7 β the grave fight
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The knives
Session 7 β the grave fight
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The boatmen
Session 7 β the grave fight
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Where they stand
Session 7 β the grave fight
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Isa Varga
Session 7 β the grave fight
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Emil
Session 7 β the grave fight
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Speaker Miriam Dol
Session 7 β the grave fight
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Environment
Session 7 β the grave fight
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How it ends β on the cask, the Cold Kiss and Isa
Session 7 β the grave fight
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Session 7 β the register fight
The strand at dawn, by the offering stones Β· Tuck comes to arrest the burners during the Miriam scene
A Few Questions
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The roster
Session 7 β the register fight
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Saiβs enforcer
Session 7 β the register fight
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The veteran
Session 7 β the register fight
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The thugs
Session 7 β the register fight
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Oswin Tuck
Session 7 β the register fight
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Speaker Miriam Dol
Session 7 β the register fight
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Environment
Session 7 β the register fight
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How it ends β on the arrest and Tuck
Session 7 β the register fight
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Losamβs one chance
The Losam night Β· he asks for the burn Β· the other two roads are the partyβs
A Few Questions
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The Losam night β the contest, the turn, the ask
Losamβs one chance
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Burn the warehouse β Losamβs ask Β· no fight by default Β· Champ rows them out
Losamβs one chance
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Stop the shipment β a counter-offer Β· the deck fight Β· at night, within days
Losamβs one chance
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Negotiate with House Sai β a counter-offer Β· no fight Β· Kestrelβs counting-house
Losamβs one chance
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Whichever they pick
Losamβs one chance
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Still open
Losamβs one chance
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Session 7 β Recap
Session 7 Β· recap Β· what actually happened
A Few Questions
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The recap
Session 7 β Recap
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What did not fire
Session 7 β Recap
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Loose ends
Session 7 β Recap
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Session 7
Session 7 Β· the one-sheet Β· working title
A Few Questions
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Scenes β in whatever order the players pick
Session 7
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Still to decide
Session 7
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Session 8 β Recap
Session 8 Β· recap Β· what actually happened
A Few Questions
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The recap
Session 8 β Recap
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What did not fire
Session 8 β Recap
π
Loose ends
Session 8 β Recap
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Session 8
Session 8 Β· the one-sheet Β· working title
A Few Questions
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Opening monologue
Session 8
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Scenes β in whatever order the players pick, after the grave
Session 8
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NPCs β one line each
Session 8
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Monsters β statblocks are on the fight page
Session 8
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Rewards
Session 8
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Still to decide
Session 8
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The Journeyman β the fight
The climax of A Good Day to Die β her fatherβs oyster house, the book he was sent for, and the two she did not tell him about
A Few Questions
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The roster
The Journeyman β the fight
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Environment
The Journeyman β the fight
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The Ferrante oyster house β on the quay, loading doors open onto the pier
The Journeyman β the fight
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How it ends β two exits, both shut while Thor stands
The Journeyman β the fight
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The Journeyman β Recap
Session 3 Β· recap Β· what actually happened
A Few Questions
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The recap
The Journeyman β Recap
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What did not fire
The Journeyman β Recap
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Loose ends
The Journeyman β Recap
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The Journeyman
Session 3 Β· the one-sheet
A Few Questions
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Opening monologue
The Journeyman
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Scenes β every scene that could fire tonight
The Journeyman
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NPCs β one line each
The Journeyman
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Monsters
The Journeyman
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Numbers β outside the fight there are none
The Journeyman
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Rewards
The Journeyman
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The Journeyman
Session 3 Β· prep read
A Few Questions
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General Features β the taproom, then the Ferrante oyster house
The Journeyman
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1 Β· Back to the corner table β 0:00 Β· 20 min Β· she behaves as though the alley did not happen. No dice
The Journeyman
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2 Β· Her price β 0:20 Β· 15 min Β· she reads it, if they let her help. No dice
The Journeyman
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3 Β· He sends word β 0:35 Β· 10 min Β· he asks for the ledger. No dice
The Journeyman
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4 Β· The settling β 0:45 Β· 45 min Β· four against four, then Thor
The Journeyman
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The fifth chair β Thor, a guest PC for this fight only
The Journeyman
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5 Β· The choice β 1:30 Β· 20 min Β· what happens to the book. No dice
The Journeyman
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6 Β· The grave β 1:50 Β· 15 min Β· they tell Isa the truth, or they donβt
The Journeyman
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Endings
The Journeyman
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Pacing β the clock, and what to cut
The Journeyman
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The Strand Fight
Every rule, statblock and number for the fight on the shingle β written once, for both the session that sets it up and the session that runs it.
A Few Questions
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The roster
The Strand Fight
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Environment
The Strand Fight
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How it ends β three moorings, severed however they manage it
The Strand Fight
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The Strand and the Shed β Recap
Session 1 Β· recap Β· what actually happened
A Few Questions
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The recap
The Strand and the Shed β Recap
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What the table asked
The Strand and the Shed β Recap
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The Strand and the Shed
Session 1 Β· the one-sheet
A Few Questions
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Opening monologue
The Strand and the Shed
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Scenes β every scene that could fire tonight
The Strand and the Shed
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NPCs β one line each
The Strand and the Shed
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Monsters
The Strand and the Shed
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Numbers β the ones outside the fight
The Strand and the Shed
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Rewards
The Strand and the Shed
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The Strand and the Shed
Session 1 Β· episode one of A Good Day to Die Β· prep read
A Few Questions
π
General Features β the strand: light, footing, cover, the crowd
The Strand and the Shed
π
1 Β· Round One β 0:00 Β· 12 min Β· he gets up in the crowd and comes for them
The Strand and the Shed
π
Tactics β he goes for whoever is being noticed
The Strand and the Shed
π
2 Β· Round Two β 0:12 Β· 33 min Β· five more come up the sand, and a stranger joins the fight
The Strand and the Shed
π
The fifth chair β Yargin Brightwood, a guest PC for this fight only
The Strand and the Shed
π
The crowd β two hundred people, not moving
The Strand and the Shed
π
How the fight ends β sever all three moorings; he gets up until then
The Strand and the Shed
π
3 Β· The Offering Stones β 0:45 Β· 20 min Β· the count says the fight fixed nothing
The Strand and the Shed
π
4 Β· The Fourth Mooring β 1:05 Β· 15 min Β· Dol tells them it was murder
The Strand and the Shed
π
5 Β· The Register β 1:20 Β· 10 min Β· their names are written down, and a stranger copies the page
The Strand and the Shed
π
Six days β break, then the cold open, then the skip
The Strand and the Shed
π
6 Β· Isa at the Door β 1:40 Β· 15 min Β· she asks them to look at her fatherβs shed
The Strand and the Shed
π
7 Β· The Shed β 1:55 Β· 40 min Β· they search it and find the ledger. No encounter
The Strand and the Shed
π
The cask β the ledger is inside the head
The Strand and the Shed
π
8 Β· The Curtain β 2:35 Β· 10 min Β· they are seen leaving with the ledger
The Strand and the Shed
π
Failure & Setbacks
The Strand and the Shed
π
Information Routing
The Strand and the Shed
π
Scaling β formulas, written for four at 4th
The Strand and the Shed
π
Canon Touchpoints
The Strand and the Shed
π
Pacing β the clock, and what to cut
The Strand and the Shed
π
Story Beats
Where the story is going Β· caught rough, on purpose
The Sessions
π
The three acts
Story Beats
π
Act one
Story Beats
π
What a story beat is
Story Beats
π
Pull from here when you build
Story Beats
π
What a beat is not
Story Beats
π
The shape of one
Story Beats
π
Captured
Story Beats
π
The Web
Every named person and the lines between them Β· every thread and when it pays Β· as of the top of session 8
The Sessions
π
Who β the relationship web
The Web
π
When β the thread grid
The Web
π
What it says β 2026-11-01
The Web
π
Canon Template
scaffold β clone to start
The Workshop
π
Character Design
How a player character is recorded, developed, and woven into the campaign β and the line between what they told you and what you're considering
The Workshop
π
Why this exists
Character Design
π
Three tiers of truth
Character Design
π
The dossier β slots
Character Design
π
Addenda
Character Design
π
The thread page β slots
Character Design
π
The weave
Character Design
π
The tapestry pass
Character Design
π
Which way material moves
Character Design
π
The digest tier
Character Design
π
Prose rules
Character Design
π
What we don't do
Character Design
π
Cold Open Design
How a cold open is written β the six lines, the boxed text, and what a roll can do inside a memory that already happened
The Workshop
π
Why this exists
Cold Open Design
π
The shape β six lines
Cold Open Design
π
Boxed text
Cold Open Design
π
What gets rolled
Cold Open Design
π
A dream can leave a mark
Cold Open Design
π
Prose rules
Cold Open Design
π
What we don't do
Cold Open Design
π
Cold Open Template
scaffold β clone to start
The Workshop
π
Item Image Prompt
Spec and template Β· the query that makes an itemβs picture
The Workshop
π
The house style
Item Image Prompt
π
The shape of one
Item Image Prompt
π
The template
Item Image Prompt
π
Worked example β the Cask That Never Empties
Item Image Prompt
π
How to ask for one
Item Image Prompt
π
Module Design
How a Tidewright module is built β the mandatory slots, and why each one exists
The Workshop
π
Where this comes from
Module Design
π
The two layers
Module Design
π
Session-level slots β the one-sheet
Module Design
π
Fight-page slots β four, and most of them are short
Module Design
π
The environment prompt
Module Design
π
Arc-level slots β and where they live
Module Design
π
Scene-level slots β the prep read
Module Design
π
Page order β required, and the one this repo keeps breaking
Module Design
π
Prose rules
Module Design
π
Worked examples
Module Design
π
Optional β considered, not adopted
Module Design
π
What we don't do
Module Design
π
Fight page β template
scaffold β clone to start
The Workshop
π
Recap β TODO
scaffold β clone to start
The Workshop
π
Scene Template (module)
scaffold β clone to start
The Workshop
π
One-Sheet Template
scaffold β clone to start
The Workshop
π
NPC Template
scaffold β clone to start
The Workshop
π
Scene Template
scaffold β clone to start
The Workshop
π
Bestiary
Creatures of the isles
The World
π
The Catalog
Bestiary
π
Botany & Reagents
The flora, fungi, and materials of Jinjara
The World
π
The Index
Botany & Reagents
π
Social Customs
How Jinjarans meet, greet, and give
The World
π
Core Philosophies
Social Customs
π
Social Etiquette
Social Customs
π
Important Customs
Social Customs
π
Factions
The nine powers of the isles
The World
π
The Map of Jinjara
A scattering of islands torn from a forgotten past
The World
π
The Map
The Map of Jinjara
π
Regions & Isles
The Map of Jinjara
π
Notable Landmarks
The Map of Jinjara
π
Cities & Locations
The Map of Jinjara
π
The Grand Combine
The eight Great Houses that govern Jinjara
The World
π
The Grand Combine
The Grand Combine
π
The Great Houses
The Grand Combine
π
House Tahlama β The House of Harmony
The Grand Combine
π
House Angalo β The House of Stone and Steel
The Grand Combine
π
House Zorah β The House of Discovery
The Grand Combine
π
House Katro β The Keepers of Lore and Lineage
The Grand Combine
π
House Sai β The House of Coin
The Grand Combine
π
House Ehn β The House of Law
The Grand Combine
π
House Seera β The House of the Wilds
The Grand Combine
π
House UnΓ₯ia β The House of Balance
The Grand Combine
π
The Great Spirits
The powers behind the Wheel β neighbors, guardians, and terrors
The World
π
Umir
The Great Spirits
π
Ama Taiga
The Great Spirits
π
Obara
The Great Spirits
π
Mother Soktu
The Great Spirits
π
K'Mun Masa
The Great Spirits
π
Lunes
The Great Spirits
π
Ri the Farwalker
The Great Spirits
π
Kaguhi
The Great Spirits
π
Jatu
The Great Spirits
π
Akki Dij
The Great Spirits
π
Gher Ehntir
The Great Spirits
π
Historical Timeline
From the Awakening to the present day
The World
π
The Awakening and the Formation of the Pact
Historical Timeline
π
The Founding Age (FA)
Historical Timeline
π
The Age of the Combine (AC)
Historical Timeline
π
Items
What the party are carrying Β· the box is the playersβ, the line under it is yours
The World
π
How to use this
Items
π
The Cask That Never Empties
Items
π
Ditaβs Bracelet
Items
π
Thorβs Rope
Items
π
The Cold Kiss
Items
π
The Sweet Nothing
Items
π
The Second Thought
Items
π
Totoβs Blowgun
Items
π
The Lantern Band
Items
π
Kerrigan and Chrysanthemum
Ditaβs friends, not her crew Β· her ears at the Long Crossing Β· always together
The World
π
Kerrigan
Kerrigan and Chrysanthemum
π
Chrysanthemum
Kerrigan and Chrysanthemum
π
At the table
Kerrigan and Chrysanthemum
π
Standing
Kerrigan and Chrysanthemum
π
Still open
Kerrigan and Chrysanthemum
π
Learn to Speak Kizir
The melodic tongue of the Kiza β grammar, culture, and lexicon
The World
π
Part 1 Β· The Grammar of Kizir
Learn to Speak Kizir
π
The Grammar of Nouns
Learn to Speak Kizir
π
The Grammar of Verbs
Learn to Speak Kizir
π
Advanced Structures
Learn to Speak Kizir
π
Part 2 Β· Core Cultural Concepts
Learn to Speak Kizir
π
The Three Castes
Learn to Speak Kizir
π
Part 3 Β· The Unified Kizir Lexicon
Learn to Speak Kizir
π
Numbering System (Base-12)
Learn to Speak Kizir
π
Verbs
Learn to Speak Kizir
π
Descriptors & Colors
Learn to Speak Kizir
π
Nouns β People & Culture
Learn to Speak Kizir
π
Losam Ferrante
The man who owns Ondaβs port Β· rents it to Sai Β· worried about his beds
The World
π
Voice & Manner
Losam Ferrante
π
Money
Losam Ferrante
π
Wants Β· Needs Β· Has
Losam Ferrante
π
Standing
Losam Ferrante
π
In a Fight
Losam Ferrante
π
Still open
Losam Ferrante
π
Nahu Serrin
The campaignβs antagonist Β· why he hunts Pact-breakers Β· the night it starts from
The World
π
The night
Nahu Serrin
π
The Γ₯san
Nahu Serrin
π
What it makes him
Nahu Serrin
π
At the table
Nahu Serrin
π
Not decided
Nahu Serrin
π
What is frozen
Nahu Serrin
π
Rosamund Kestrel
House Saiβs factor in Onda Β· signs for the casks Β· knows what is in them
The World
π
Voice & Manner
Rosamund Kestrel
π
Wants Β· Needs Β· Has
Rosamund Kestrel
π
Standing
Rosamund Kestrel
π
In a Fight
Rosamund Kestrel
π
Still open
Rosamund Kestrel
π
Chapter 1: Emissaries of Serahet
Realm of Spirit and Shadow Β· Compendium Two Β· the source adventure
The World
π
Side Quests β Port Mahari
Chapter 1: Emissaries of Serahet
π
Denizens of Port Mahari
Chapter 1: Emissaries of Serahet
π
Chapter 2: Journey to Toh'Zorah
Realm of Spirit and Shadow Β· Compendium Two Β· the source adventure
The World
π
Route #3: Tiracatra to Zorah
Chapter 2: Journey to Toh'Zorah
π
Side Quests & Treasure Hunts
Chapter 2: Journey to Toh'Zorah
π
Treasure Hunt #1: The Writhing Tides
Chapter 2: Journey to Toh'Zorah
π
Black Coral
Chapter 2: Journey to Toh'Zorah
π
Introduction
Realm of Spirit and Shadow Β· Compendium Two Β· the source adventure
The World
π
Story Overview
Introduction
π
Cast of Characters
Introduction
π
Running the Adventure
Introduction
π
Starting the Adventure
Introduction
π
Welcome to Zorahoi
Introduction
π
The Sanguine Inquisition
House UnΓ₯iaβs enforcement arm Β· how to recognise one at the table
The World
π
The name
The Sanguine Inquisition
π
Colours
The Sanguine Inquisition
π
Clothing
The Sanguine Inquisition
π
Traits
The Sanguine Inquisition
π
What they say
The Sanguine Inquisition
π
What is frozen
The Sanguine Inquisition
π
The Spree
The people of the Guwala
The World
π
The People
The Spree
π
The Clan and the Cohort
The Spree
π
The Guwala
The Spree
π
Cordys
The Spree
π
The Claim
The Spree
π
Paper Rots
The Spree
π
Deliberately Unwritten
The Spree
π
U'Naim Ana
The Way of the Wheel β the law that lets mortals live
The World
π
Welcome to Jinjara
U'Naim Ana
π
A Guide to U'Naim Ana
U'Naim Ana
π
U'Naim Ana in Daily Life
U'Naim Ana
π
The Wheel
U'Naim Ana
π
The Ino Threat
U'Naim Ana
π
Time in Jinjara
The Spiral, not the line β how the isles keep time
The World
π
The Passing of Ri (the 12-Day Week)
Time in Jinjara
π
The Two Breaths: North and South
Time in Jinjara
π
The Cycle (History and Age)
Time in Jinjara
π
Totoβs cousin
A tinker with a shop by the quay Β· the reason Trill came to Onda Β· the players build them
The World
π
Toto, the cousin in TohβAngalo
Totoβs cousin
π
The shop by the quay
Totoβs cousin
π
Reading the iron
Totoβs cousin
π
Wants Β· Needs Β· Has
Totoβs cousin
π
Standing
Totoβs cousin
π
Still open
Totoβs cousin
π
Who You Already Know
Seventeen people who live and work in Onda Β· handed to players at character creation
The World
π
How to use this
Who You Already Know
π
The quay
Who You Already Know
π
Otto Rask, called Twice-Said
Who You Already Know
π
Ma Silva
Who You Already Know
π
Speaker Miriam Dol, called the Last Word
Who You Already Know
π
Emil Varga, called Never-Weeps
Who You Already Know
π
Isa Varga
Who You Already Know
π
Yusuf Kar, called Two-Books
Who You Already Know
π
Rosa Ashu
Who You Already Know
π
Petra Vell, called the Gentle
Who You Already Know
π
Halim Bram, called Half-Share
Who You Already Know
π
Silas Sarn
Who You Already Know
π
Tam
Who You Already Know
π
Bess, called the Sour
Who You Already Know
π
The Ferrantes
Who You Already Know
π
Losam Ferrante
Who You Already Know
π
Delta Ferrante
Who You Already Know
π
Marta Ferrante, called Marta of the Forge
Who You Already Know
π
Dita Ferrante, called Dita of the Crossing
Who You Already Know
π
Champ Ferrante
Who You Already Know
Nothing by that name. Try fewer letters, or a place instead of a person.