🌊 Fluid

Table Card — The Quay & the Crossing

Session i · everything mid-scene, nothing else · full write-up here

At a Glance

Strong start
Counting-house, midday. Dohr, the good arak, the fee already counted into a cloth. Read the pitch below.
The one thing
Every PC gets a watch scene. That is what session i is for.
Curtain
Dawn — the Surety sighted. Do not start the boarding. Session ii opens at the rail.

Run Order

~TimeSceneWhat happens · what matters
45mThe Offer250 gp, box home seal unbroken + Petrel charter + salvage rights (waiver pre-drafted). Haggle ceiling 300 gp for promised discretion. She will NOT discuss opening the box — half a degree cooler each try. DC 14 Insight: she grieves the crew, but every question is about the box, none about the ship.
45mThe Wharf (menu)Mirei (a drink → pearler's account drop) · letter-writer (asking about “the clerk” — Senna's feeler, play as texture) · harbourmaster's board (LOST: Ledgerwake, Brightcopper, Surety — all calm nights) · provisions & goodbyes.
15mThe CrossingBrame's rules: holds station, never alongside after dark, never boards. Spits over the side for Jatu, no comment. Texture: phosphorescence, the Teeth to starboard.
60–75mThe Watch Bill3 watches × 2 PCs — rig the pairings. One prompt each: letter home · professional eye (let them be right) · faith beat (DC 12 Religion: “water that is owed”) · Haxami's watch (true story, names filed off) · Brame's watch (“taking on calm nights now, that's not hunger, that's—”).
opt.Night-BoardersSecond watch, wet clicking: 3× Reef-Scuttler over the rail (≈600 XP adj., Easy–Medium). Latch and drag prey overboard; two felled → survivor flees. Rail = half cover climbing. Brame fights with a boathook.
10mThe SightingDawn read-aloud below → curtain. Boats ready, nobody aboard.

Numbers

Check / valueWhen
DC 14 Wisdom (Insight)Dohr's tell — box, never ship
DC 12 Intelligence (Religion)faith beat — names the attentive water
250 gp → 300 gpDohr's fee → discretion ceiling
Reef-Scuttler ×3AC 12 · HP 22 · +3 Bite 1d4+1 / +3 Claws 1d4+1 · Latch: grapple on claw hit, escape DC 11 · Blood Frenzy: adv. vs the wounded · full block

NPCs — one line each

Read-Alouds — in order

1 · The pitch (Dohr, the offer) “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.
2 · Dawn (the sighting — then curtain) The light comes up grey and finds her for you. She sits the swell a mile off — masts standing, sails hanging in grey rags that lift and settle like breathing. No lights. No hail. No gulls: they wheel high over her and will not come down. Old Brame works his jaw, spits over the side, and says the only thing anyone says for a while: “That's her trim all wrong. Ship rides like that when she's holding something heavy low down. Or —” he doesn't finish. The Surety waits for you to come and find out.

Valves — running long / short