โ† the chronicle

๐ŸŒŠ Fluid

Runnable Adventures ยท the Onda Campaign

The Modules

Everything you need to run it at the table โ€” the read-aloud in hand, the clock on the screen, the stat blocks tuned to the party.


A module is a self-contained adventure with its own run-sheet โ€” premise, hooks, scene flow, an encounter budget tuned to a party size and level, and every stat block it needs. All ๐ŸŒŠ Fluid: they reference canon but never rewrite it, and you're free to bend them to your table.

i

The Ship That Didn't Sink

The campaign opener โ€” a three-session retreat arc. A House Sai trader written off as drowned is sighted still afloat, and a factor pays the party to board her and bring back one sealed box, quietly. A slow-burn derelict crawl that ends with the sea coming to collect โ€” and the party choosing to run, or to end the thing on its own dying deck. Retrofit of Salvage Operation (Ghosts of Saltmarsh).

  • Level 4
  • 4 players
  • Three sessions
  • Roleplay-forward
  • Darktide Isles
๐Ÿ“

Module Template

An empty run-sheet scaffold โ€” every section stubbed with TODOs. Duplicate the folder to start a new module, then swap the marker to ๐ŸŒŠ Fluid and add a card here.

  • Infrastructure
  • Clone me

More on the way. New module: make a folder under pages/modules/, build the run-sheet and its scenes from the scene and NPC templates, then add a card here.