🌊 Fluid

The Derelict

Session ii Β· aboard the Surety Β· the crawl

At a Glance

Where
The Surety, adrift past the Teeth β€” five zones, deck to bilge, run theatre-of-mind
When
Full daylight β€” Brame won't hold station past dusk, which is the session's soft clock
Who
Shroudweavers in the rigging; the crew that stayed, below; Vasso Krell and his Gleaners in the hold
Purpose
The dungeon β€” three encounters (one of them talkable), the strongbox, and the truth of the night she died
Curtain
The box in hand, the light going β€” and something bumps the hull, twice, from below

The Boarding

Read aloud β€” alongside Up close she is worse. The rails are furred with salt, the ragged sails stir without wind, and every line aloft is wrong β€” thickened, greyed, wound about with sheets of something that is not canvas. The ship is silent the way a held breath is silent. As the boat knocks against her strakes, the gulls overhead cry once, all together, and go somewhere else.

Boarding is a ladder of salt-crusted battens β€” easy hands-free, a DC 10 Strength (Athletics) check for anyone climbing with a burden. Deal gull-sign from the Lore Locker to any nature-wise PC now: gulls fear nothing dead. Only things that aren't finished.

The ship as dungeon. Five zones, and the party picks its order after the deck: berths and cabin aft, hold and bilge below. The deck lists gently; call for checks only when someone runs, fights, or carries β€” DC 10 Dexterity (Acrobatics), prone on a fail. The Gleaners' skiff is tied off the starboard quarter, in plain sight β€” the party knows early that someone got here first.

Zone 1 β€” The Weather Deck β€” Easy–Medium, β‰ˆ600 XP adj.

The rigging is webbed from the tops to the rail β€” sheet on sheet of grey silk, drum-tight where lines should hang slack. Two Shroudweavers nest aloft: spiders the size of dogs, come up out of the water-dark for the quiet. They drop on whoever lingers under the mainmast.

Shroudweaver

Reskin of the Giant Spider (MM) Β· Large beast, unaligned Β· no house tweak β€” the rigging is the tweak

Armor Class14 (natural armor) Hit Points26 (4d10 + 4) Speed30 ft, climb 30 ft CR1 (200 XP)
Str14 (+2)
Dex16 (+3)
Con12 (+1)
Int2 (βˆ’4)
Wis11 (+0)
Cha4 (βˆ’3)

Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without an ability check.

Web Sense. While in contact with a web, knows the exact location of any other creature in contact with the same web. (Aboard the Surety, the rigging IS the web β€” it feels you touch a line.)

Web Walker. Ignores movement restrictions caused by webbing.

Actions

Bite. Melee attack: +5 to hit, reach 5 ft, one creature. Hit: 7 (1d8 + 3) piercing damage, and the target makes a DC 11 Constitution save, taking 9 (2d8) poison damage on a failure, half on a success. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, and paralyzed while poisoned this way.

Web (Recharge 5–6). Ranged attack: +5 to hit, range 30/60 ft, one creature. Hit: restrained by webbing (escape DC 12 Strength; the webbing is AC 10, 5 hp, vulnerable to fire, immune to bludgeoning/poison/psychic).

Zone 2 β€” The Forecastle & Berths β€” Medium–Hard, β‰ˆ1200 XP adj.

Below the foredeck, the crew's world: hammocks, sea chests, a mess table with plates still on it. The meals are half-eaten. The hammocks are torn β€” upward, a detail worth letting someone notice and nobody explain. Two lore drops live here: the untaken Γ₯san (a tin of passage-buns in a sea chest, whole, unoffered β€” no one gave these dead their rite) and, on the mess table, a half-finished letter that stops at β€œthe lights of home are”.

And the crew is not all gone. Three Drowned Deckhands β€” hands the thing at the reef did not finish β€” keep to the dark forward of the mess, where the light from the hatch doesn't reach. They do not want to be aboard. They are not able to leave.

Drowned Deckhand

Reskin of the Ghoul (MM) Β· Medium undead, chaotic evil Β· two house tweaks

Armor Class12 Hit Points22 (5d8) Speed30 ft, swim 30 ft CR1 (200 XP)
Str13 (+1)
Dex15 (+2)
Con10 (+0)
Int7 (βˆ’2)
Wis10 (+0)
Cha6 (βˆ’2)

House tweak β€” Drowned. Swim speed 30 ft; holds no breath it needs.

House tweak β€” Sunlight Sensitivity. Disadvantage on attack rolls and Perception checks that rely on sight while in sunlight. (They keep to the dark below; daylight down a hatch is a wall.)

Actions

Bite. Melee attack: +2 to hit, reach 5 ft, one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution save or be paralyzed for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.

Zone 3 β€” The Hold β€” Hard if it goes wrong, β‰ˆ1500 XP adj. Β· talkable

Lantern light and low voices: the Gleaners are mid-strip β€” three Wrack-Pickers crating cargo under the direction of Vasso Krell, tidepriest, who hears the party coming and does not reach for a weapon. He offers the Open Hand instead, correctly, and waits to see if they know what to do with it.

Wrack-Picker

Reskin of the Thug (MM) Β· Medium humanoid, neutral Β· one house tweak

Armor Class11 (leather) Hit Points32 (5d8 + 10) Speed30 ft, swim 30 ft CR1/2 (100 XP)
Str15 (+2)
Dex11 (+0)
Con14 (+2)
Int10 (+0)
Wis10 (+0)
Cha11 (+0)

Pack Tactics. Advantage on attack rolls against a creature if at least one ally is within 5 ft of it and isn't incapacitated.

House tweak β€” Sea Legs. Swim speed 30 ft, and ignores difficult terrain and checks caused by a wet, listing, or moving deck.

Actions

Multiattack. Makes two melee attacks.

Boathook (mace). Melee attack: +4 to hit, reach 5 ft, one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged attack: +2 to hit, range 100/400 ft, one target. Hit: 5 (1d10) piercing damage.

Zone 4 β€” The Master's Cabin

Aft, behind a door that was barred from the inside and now stands broken outward. Chart table, brass instruments furred green, the captain's locker β€” and bolted beneath the berth, the strongbox, Dohr's seal in blue wax over the hasp, untouched. The Gleaners left it: β€œSealed Sai weight is a House quarrel,” Krell says, β€œand I glean from the sea, not from Houses.”

Read aloud β€” the last entry β€œFourth night out of Onda, becalmed inside sight of the harbour lights, which none of us likes and none of us says. Puddick swears the water is listening. I have doubled the watch and served the good arak, and if the reef wants a toll I will pay it in arak too. There is a sound off the reef tonight. Long, and low, and patient β€” like a debt being called i—”

Zone 5 β€” The Bilge

Down past the hold, ankle-deep in dark water that moves when the ship doesn't. This is where the keel-marks drop lives, and it's the module's cold spot β€” send lanterns down with whoever goes.

The Curtain

Read aloud β€” dusk coming on You feel it through your boots before you hear it: a knock against the hull, low down. Once. Then again β€” patient, unhurried, the way a creditor knocks who knows you're home. The dark water in the bilge shivers into rings. Up on deck, Old Brame's voice comes across the water thin and urgent: the swell has gone flat around the ship, flat as poured glass, and the Petrel is standing away whether you're aboard or not.

End the session here β€” box found, light going, hull knocked. If Krell is alive and aboard, give him the last line: he looks at the flat water, and for the first time all day the tidepriest looks like a man who has misread a contract. Session iii opens in the same breath.

Pacing β€” the three-hour shape