🌊 Fluid

The Ship That Didn't Sink

A three-session retreat arc · Onda, the Darktide Isles · 4 characters, level 4 · the campaign opener

At a Glance

For
Four player characters at 4th level · three sessions of ~3 hours (a weekend retreat)
Where
Onda, a House Sai port; the open water past the Wracktide Reef, where a dead ship is drifting
Tone
Slow-burn maritime dread — a talky first session, a derelict crawl, and a reckoning aboard a sinking ship with the thing that owns her
The job
The Surety was written off as lost at the reef with all hands. She has just been sighted afloat. Factor Iselle Dohr pays the party to board her and bring back one sealed strongbox — quietly.
The truth
The thing at the reef took her crew and marked her hull. The sea considers the Surety paid for — and it will come to collect what's owed
Ends when
The Surety goes down for the second and final time — with the Maw dead, laid to rest, or fed — and the party stands on the quay with whatever they chose to carry
Bones
A retrofit of Salvage Operation (Ghosts of Saltmarsh), stretched from one session to three to make room for solo play and lore

Premise

Ships out of Onda have been going down at the Wracktide Reef — calm water, in sight of the harbour lights, three in five weeks. The third was the Surety, a House Sai trader lost nine nights ago with all twenty-two hands, mourned, and duly written off. Then, two days ago, a pearl-diver working the shoals past the Teeth came back to the wharf white to the lips: the Surety is still afloat — hull whole, sails hanging in rags, no lights, no crew, riding the current like something that has forgotten what it's for. Factor Iselle Dohr, who booked her tonnage, will pay handsomely for a small crew to sail out, board her, and bring back the sealed strongbox from the master's cabin. Before the harbourmaster hears. Before the underwriters hear. Before anyone official asks why the factor's own box comes off first.

Read aloud — the pitch “Nine nights ago I lit a lamp for that crew, and I meant it. But grief is grief and paper is paper, and there is a box in her master's cabin with my seal on it that I would very much like back before the salvage court learns my dead ship is out there sailing herself. I'll charter your passage, I'll pay in Saian weight, and I'll ask only this: whatever you find aboard her — the box comes home unopened.
Behind the screen — the truth of the Surety

The Surety was the third taking. The thing that nests at the Wracktide Reef latched her keel in the dark, in sight of the harbour, and took her crew the way it took the others — but a squall pushed her hull off the shelf before it could drag her under, and the current carried her out past the Teeth. She is not a survivor. She is an unpaid invoice. Her keel carries the thing's claw-scars, and beneath them, older and deliberate, someone has cut Jatu's marks into the wood. The sea considers this ship collected. It has simply not finished collecting her.

Who's aboard. A crew of wrack-pickers — self-styled Gleaners — found her first and have been stripping the hold for two days, led by Vasso Krell, a tidepriest who believes the reef's takings are holy and the gleaning is a rite. Nesting in her rigging: shroudweavers, come up from the water for the quiet and the dark. And below decks, some of her crew are still aboard — the ones the thing did not finish. They did not leave. They are not going to.

Dohr's secret. The strongbox holds the Surety's papers — and the cargo manifest Dohr filed with her underwriters, which declares roughly a third more tonnage than the hold ever carried. The loss claim is already lodged. If the hull surfaces officially with her true papers intact, the arithmetic surfaces with it, and House Sai does not forgive stealing from the House. She is not asking the party to salvage a box; she is asking them to sink a discrepancy. She will not say so, and it is knowable — see the master's cabin.

The climax is a repossession — and the party decides whether it becomes a boss fight. When the party disturbs the ship — and Krell's rites have already rung the dinner bell — the Wracktide Maw comes back for what it was owed. It wants the ship, not them, and running with what matters is always a live option. But it can be ended here: its regeneration only works in the water, and for the first half of the sinking the high deck is still dry planking — lure or haul it up where the sea can't feed it, and the drownings stop for good. There is also a third way, for the table that reads the clues: the Maw is the drowned crews, and the passage rite they were never given can lay it to rest (see Ending It).

Hooks — getting them aboard the Petrel

Session Flow

Three sessions, one per page — each ends on a natural curtain. The pace is deliberately loose: session i is mostly roleplay, session ii is the crawl, session iii is the escape and the reckoning.

Key NPCs: Factor Iselle Dohr (quest-giver, and a lever for the whole campaign) and Vasso Krell, tidepriest of the Gleaners.

At the table: each session's prose page is the prep read; the table card is the play surface — run order, numbers, one-line NPCs, and read-alouds on one screen. Cards: session i · session ii · session iii.

The Weekend Shape

This arc is built for a retreat — three sittings of about three hours with a slow-playing table — so every session carries one required set-piece and a set of shock absorbers around it. Nothing else is load-bearing.

The Lore Locker — optional drops

Eight discoverables, dealt as pacing demands. Each names its scene; none is required for the arc to land, and several arm things that pay off in the climax and beyond.

DropWhereWhat it is · where it points
The pearler's accounti · the wharfMirei, who sighted her: the Surety was “sitting wrong — low and steady, like something had her by the keel.” Points at the marks in the bilge.
The letter-writer's questionsi · the wharfA dockside scribe has been paid to ask casual questions about the party — especially “the clerk.” Deniable, forgettable, and the first feeler aimed at Haxami (see Haxami's half of Act I).
Gull-signii · the boardingGulls ride the wind over every wreck in the isles. Not one will land on the Surety. A nature-wise PC knows gulls fear nothing dead — only things that aren't finished.
The untaken åsanii · the berthsA tin of passage-buns in a crewman's sea chest, whole and unoffered — nobody gave the dead their rite. Arms the peaceful ending of the climax (see Ending It and Customs).
The captain's logii · the cabinThe night itself, in a steady hand that stops mid-word. Calm water, the harbour lights in view — and “a sound off the reef like a debt being called in.”
The keel-marksii · the bilgeClaw-scars raked the length of her keel — and under them, older and cut with care, the marks of Jatu. Someone marked this ship for the sea before the sea ever touched her.
Krell's arithmeticii · the hold (parley)Gleaner talk: the reef has always tithed ships, “tidy as a clerk — a hull a season, storm-nights only. These five weeks it takes more than it's owed, faster than it's owed. Somebody's account is behind.” He doesn't know whose. He'd sell the thought for passage off.
The manifest discrepancyii–iii · the cabin, or ashoreThe true manifest against Dohr's filed claim: a third more tonnage on paper than the hold ever held. The box she wants back unopened is the box that proves it. A lever on her for the rest of the campaign.

Encounter Budget

Built to the 2014 DMG per-character XP thresholds for 4 characters at level 4: Easy 500, Medium 1000, Hard 1500, Deadly 2000 (party totals; adjusted XP shown, using the DMG multipliers). Each fight is tagged in its scene.

SessionEncounterRosterAdj. XPBand
iNight-Boarders (optional)3× Reef-Scuttler600Easy–Medium
iiThe Shroudweavers2× Shroudweaver600Easy–Medium
iiThe Crew That Stayed3× Drowned Deckhand1200Medium–Hard
iiThe Hold (only if parley fails)Vasso Krell · 3× Wrack-Picker1500Hard
iiiThe Maw's Due (stand or run)The Wracktide Maw + the dying ship1100+Deadly-adjacent

The climax is deliberately unbudgetable — the Maw's 1,100 XP undersells a regenerating brute on a sinking arena, and oversells one dried out on the high deck with its healing shut off. The fight is winnable by a party that fights smart and punishing to one that just trades hits with the sea. Award the full 1,100 however it resolves — killed, laid to rest, or escaped; surviving the collection was the encounter.

Monster Roster

No custom monsters — every block is a reflavored 2014 Monster Manual creature, same statline, house tweaks labelled, and every block lives in this module's own pages.

In-world nameReskin of (MM)CRXPHouse tweakBlock in
Reef-ScuttlerSahuagin1/2100Claws grapple (latch)Session i
ShroudweaverGiant Spider1200none — the rigging is the tweakSession ii
Drowned DeckhandGhoul1200+swim; sunlight sensitivitySession ii
Wrack-PickerThug1/2100sea legs (+swim; no penalty on listing decks)Session ii
Vasso Krell, TidepriestCult Fanatic2450spells wear brine (cosmetic)his page
The Wracktide MawChuul41100Tidal Vigor (regen in water; dries out on deck)Session iii

Rewards & Advancement

Scaling Your Table

Canon Touchpoints

What this module leans on, so it stays consistent with the bible (referenced, never restated):