🌊 Fluid

The Maw's Due

Session iii Β· the repossession Β· and the sail home

At a Glance

Where
The Surety, dying under their feet β€” then the Petrel, then Onda
When
Dusk, immediately β€” session iii opens in the same breath session ii closed
Who
The Wracktide Maw, come to collect; Krell, renegotiating; the party, carrying what they chose to carry
Purpose
A stand-or-run climax on a six-segment clock, then the real climax: Dohr, the box, and what the party has decided to be
Ends when
The party stands on the quay, paid or not, with the campaign's first true choice behind them

The Collection

Read aloud β€” it comes back The flat water breaks. Something the size of a longboat rises against the Surety's quarter without hurry and without splash β€” plated, weed-hung, older than the ship and surer of itself, tentacles finding the rail like a stevedore finding a handhold. It does not roar. It takes hold of the ship the way you take hold of a thing that is yours, and the first timber gives with a sound like a knuckle cracking. Somewhere behind you, Vasso Krell says, quite calmly: β€œAh. She was never salvage. She's owed.”

Play it exactly as the read-aloud frames it: this is not an attack, it is a repossession. The Wracktide Maw dragged the Surety once, lost her to a squall, and has come to finish the collection. It wants the ship, not the crew β€” but it does not distinguish cargo from passengers, and the party is standing on the invoice.

The Ship's Death β€” a six-segment clock

Run the sinking as a visible clock. Advance one segment at the end of each round (or whenever the fiction obviously lurches). The clock is half the encounter β€” it is the arena dying, the Maw's regeneration coming online, and the price of every round the party spends deciding.

Reading the clock

1 β€” the list steepens; loose gear slides. 2 β€” the bilge patch blows; water climbs the hold ladder; anything below decks is now a swim. 3 β€” the mainmast comes down in its webs (everyone on deck: DC 12 Dexterity save or 7 (2d6) bludgeoning and knocked prone). 4 β€” the deck is awash amidships; every move on it is difficult terrain. 5 β€” she goes down by the stern; anything not in hand is gone. 6 β€” the Surety is under, and the sea above her closes flat and satisfied. Anyone still aboard is in open water with the Maw and the drowning dark.

Running the Maw

The Wracktide Maw

Reskin of the Chuul (MM) Β· Large aberration, chaotic evil Β· one house tweak

Armor Class16 (natural armor) Hit Points93 (11d10 + 33) Speed30 ft, swim 30 ft CR4 (1,100 XP)
Str19 (+4)
Dex10 (+0)
Con16 (+3)
Int5 (βˆ’3)
Wis11 (+0)
Cha5 (βˆ’3)

Skills Perception +4 Β· Damage Immunities poison Β· Condition Immunities poisoned Β· Senses darkvision 60 ft, passive Perception 14.

Amphibious. The Maw can breathe air and water.

Sense Magic. The Maw senses magic within 120 ft at will (as the detect magic spell). (Reflavor: it feels the living and the drowned in the water around it.)

House tweak β€” Tidal Vigor. At the start of its turn, if at least half the Maw's body is in water, it regains 8 hit points. It gains no benefit while more than half its body is on dry planking β€” through clock segment 3 the high deck still qualifies, and luring or hauling it up there shuts the healing off. From segment 4 the deck is awash and the dry ground is gone.

Actions

Multiattack. The Maw makes two Pincer attacks. If it is grappling a creature, it can also use its Tentacles once.

Pincer. Melee attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the Maw doesn't have two other creatures grappled.

Tentacles. One creature grappled by the Maw must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target repeats the save at the end of each of its turns, ending the effect on a success. (Reflavor: the drowned crew drag it under β€” a paralyzed body on a sinking ship is a drowning one.)

Award. The full 1,100 XP is for resolving the Maw β€” killed, laid to rest, or escaped with what mattered. Surviving its collection was the encounter.

Ending It β€” three ways off this ship

The Scramble

The way out is the way in: over the rail, down the battens or straight into the water, and across to where Brame is holding the Petrel as close as a sane man dares β€” which is not very. Tools for the run, deal as needed:

The Homecoming

The sail home is quiet and should be played quiet β€” one beat per PC at the rail if the table wants it (see Epilogues). Then Onda, the counting-house, and the real climax of the weekend: Iselle Dohr, the box on her table, and everything the party now knows.

Epilogues β€” one beat each

Before or after the counting-house, deal each PC a short solo close, mirror to their Watch Bill scene from session i:

The Hook, Armed

Give the weekend its last scene β€” and mark the party for 5th level on the quay; the milestone lands here. Then: Dohr, at the door or by letter, with the next number already written. She has watched the party handle one impossible errand discreetly, and she has one more.

Read aloud β€” the next contract β€œYou brought my box home off a dead ship, so I'll speak plainly: it was not my only box in that water. The Ledgerwake went down in the spring, in the wreck-field east of my harbour, with a strongbox of mine aboard her β€” and whatever kept that water is done keeping it now. The wreck sits shallow at low tide. Walk out. Bring me what's mine, quietly. Name your fee.”

That salvage is the next module β€” unwritten, on purpose (the acts stay thin until the weekend is played). What the party will find beside her slip in the Ledgerwake's strongbox is a book β€” an account of what has been given and what is still owed β€” and Krell's broken arithmetic already points straight at it. If the Maw lived, the same contract simply still has teeth in it.

Pacing β€” the three-hour shape