Tidewright Find /
🌊 Fluid

The Story as It Is Run · the Onda Campaign

The Sessions

Everything you need to run it — the read-aloud in hand, the clock on the screen, the stat blocks tuned to the party.


The modules, and each session in two layers — the prep read you take the night before and the one-sheet you run from. All 🌊 Fluid: it references the world but never rewrites it, and it is yours to bend. Sessions are written one at a time, after the last one has actually been run. The characters live in The Players.

Modules

  • S0

    Nothing Worth Staying For · one session

    • Opens on one question per player, answered on a card and handed over unread.
    • A cooper’s funeral on the strand, performed correctly, does not take.
    • Ends when he sits up — initiative goes around the table and the night stops there.
  • S1

    The Strand and the Shed

    • Finish the fight the funeral started.
    • Speaker Dol on the fourth mooring, the names into the register.
    • Six days later, the cask he sealed and did not fill. They leave holding the most dangerous object in the port.
  • S2

    Reading the Marks

    • One room all night.
    • The ledger needs a reader; the only one in port holds the corner table at the Long Crossing.
    • She sells the party out the same night.
    • Four come through the door, pull the ledger out of their hands and carry it out of Onda.
  • S3

    The Journeyman

    • Dita offers to read the ledger. Her price is that they let her help with the fight that is coming.
    • Emil’s route did not die with him. Someone inherited it, and comes to settle the ledger.
    • Then the choice that closes the arc.
  • S4

    Session 4 · working title

    • The oyster house, right after the fight. The Cold Kiss is not on Dalton, and Thor asks them to bring it to him.
    • Then four directions: the warehouse, Dita, the packet schedule, or Isa and the grave.

At the Table

  • §

    Story Beats

    Where the story is going — moments that could happen later, caught in a line or two before anyone knows which session they belong to. Nothing here is fleshed out and nothing here is promised, but it is what the plot gets built out of, and the first place to look when shaping the arc or writing a night.

  • §

    Cold Opens

    How a session starts — a five-to-ten minute scene out of one character’s past, run before the party is back in the present. The form, the slots each one carries, and the rule that keeps a vignette from quietly rewriting a frozen dossier.

Retired · kept for reference

  • A Few Questions · the original run-sheet

    The first shape of the arc: session 0 and an interview session as one unit, built around Inquisitor Nahu Serrin. Superseded as a run-sheet by A Good Day to Die. Still the home of the arc-level material — Serrin at the table, the Sai friction, Haxami’s thread, the campaign-level failure list — which other pages link into, so it is retired from the running order, not from the site.

New module: read Module Design first, then clone the module template into pages/sessions/modules/ — each session gets a one-sheet and a prep read — with NPCs from the NPC template. Then add an entry here.