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A Few Questions

The arc and the run-sheet · Onda, House Sai · an Inquisitor who breaks the Pact to enforce it

What this page is for

Everything above the level of a single night: the premise and the truth, the antagonist, the two sessions as one runnable unit, the numbers, the roster, what happens when it goes wrong, and how it can end. The session layer is the prep read and one-sheet for each night, linked below. How a session opens is Cold Opens.

At a Glance

For
Four characters at 4th level · session 0 is two hours, session i about three
Where
Onda, a working port in the Darktide IslesHouse Sai’s territory, which does not want an Inquisition
The antagonist
Inquisitor Nahu Serrin of the Sanguine Inquisition. Courteous, thorough, and right
The party’s problem
They look guilty. Everyone does. He has seen the night each of them doesn’t talk about
Tone
No combat in this module at all. Session 0 sets a Deadly fight up and stops on the roll — it is fought at the top of A Good Day to Die, with an objective the party has to be willing to be seen doing. Session i has no fight to stop on. Investigation and dread, with the scary parts happening in conversation
The job
Stand a shore light at a stranger’s casting off for 5 sp. Six days later, answer a few questions
The truth
The casting off is why their names reach the Inquisitor. There is a real Pact-breaker in Onda, and it isn’t them
Ends when
Every character has been interviewed and has chosen, or refused, a patron

Premise

A cooper named Emil Varga is being cast off on the strand below Onda’s sea wall, on a North Turn, in front of two hundred people. One of the party was asked to stand in the rite — which one does not matter — and the rest are there because in Onda you attend. He is laid on the board and moored to the pier by three lines — work, debt, kin — and one by one the people who hold them answer their claim and cast off, because a soul that nobody holds has nothing to stay for. Speaker Miriam Dol calls it correctly, all three go slack, and then all three come up taut again off a board that is moored to nothing. He sits up. Nobody screams, because nobody in Onda screams at a casting off.

Six days later a man off the Spirit Lands packet asks the harbourmaster for the week’s papers, and the burial register is in the bundle with every witness’s name written in a hand that does not shake. He took a room above a counting-house, and began — politely, one at a time — summoning people to answer a few questions. Nobody has been arrested. Nobody has been accused. Everyone he has spoken to has come out shaken, and none of them will say why.

Onda’s trouble is not that the Inquisitor is cruel. He is not. Onda’s trouble is that he is thorough, and that House Sai does not survive on thoroughness — it survives on nobody looking too closely at a working port. The factors want him gone by any road that doesn’t end in a second Inquisition.

Read aloud — the summons A boy hands it to you in the street and is gone before you can ask who sent him. Good paper. One line of clerk’s script, and a seal in dark red wax you have seen before on documents that mattered: Your attendance is requested at the ninth hour on a matter requiring only a few questions. There is no charge against you. — N. Serrin, Unåia.
Behind the screen — the truth

Session 0 is not a prologue. It exists to put every character in one place on one night so that a single register entry catches all of them, and to hand each player a card with a private answer on it. Those cards are session i’s questions. Collect them in the first five minutes and keep them.

The rite did not fail because anyone did anything wrong. The hour was right, the Speaker is competent, the offerings were correct, all three claims were answered, all three lines were cast off in the proper order, and Isa’s grief is not the cause. The Wheel is not taking in Onda — this is the third casting off since the turn to go this way. Do not let a player walk away believing it was their fault or hers.

Putting him down does not fix anything. It gets one spirit off the strand and costs a wrecked rite to do it. The offerings on the stones still aren’t taken afterwards and the next rite will go the same way. The party should leave unsure whether what they did even counts as sending him on.

Serrin is right. Somebody in Onda has broken the Pact, and the isles are quietly worse for it — Umir does not announce its weakening, but the Ino are bolder here than they should be, and the South Passings have been bad.

Serrin is also guilty. Walking a sleeper’s memory is exactly the kind of trespass the Sanguine Inquisition exists to burn out. He learned it for this, he has decided the arithmetic is acceptable, and every night he uses it he moves a little closer to the thing he hunts. He is not in denial about this. That is what makes him frightening.

The chain. Serrin is looking for the Pact-breaker. The party has their own reasons to be looking. So does a third party — the Ophidian’s Handler, who already knows the answer and has been selling it. Everyone is hunting the same person from a different direction, which is why they keep colliding.

Who the Pact-breaker is: not decided yet. Deliberately. Run session one, meet the table, and pick someone the party has come to like. The arc works with almost any answer — what matters is that the party has a reason to hesitate before handing them over.

Inquisitor Nahu Serrin

How he behaves in a room. Why he is like this — the girl he chose not to send on at twelve, and what it cost Kalda — is on his own page, and the order he belongs to is the Sanguine Inquisition. Neither is restated here.

Description

Fifties, narrow, grey at the temples, sun-starved in a port full of weathered people. Clerk’s hands. A plain dark coat with no insignia — the wax seal does the work. Smells faintly of the bone-white resin they burn in the Spirit Lands.

How to play him: never raise his voice, never threaten, never lie. His power is that he does not need to. If a scene stalls, he thanks them and ends it — an interview he cuts short should feel worse than one that runs long.

Hooks — getting them in

Scene Flow

Two sessions. Session 0 ships both layers — the one-sheet you run from and the prep read the night before. Session i is planned here and not yet written.

Session i has no pages yet — deliberately

It had two, written before session 0 was ever played, and its one-sheet reported a postmortem of a night that had not happened. Both were deleted on 2026-08-13. What survives is the plan on this page: the interviews, the routing that runs through them, the Sai offer, and how the module ends. Write the pages after the strand has actually resolved — that is the standing rule and this is what breaking it costs. Its cold open comes from the queue.

The join: session 0’s burial register is why they are all on Serrin’s list; session 0’s cards are session i’s questions. If you run only one of these, run them in order.

Session 0 is two hours, which means the table business happens before it

The pitch, lines & veils, character building, and the connection round are not in the two hours — do them on a short call or over chat in the week before. See Before you play. The one thing that must happen at the table is collecting the cards, and that takes five minutes at the top of the night.

The Sai Friction

An Inquisition in a trade port is ruinous, so House Sai wants Serrin gone and will pay for anything that embarrasses him. This gives the party two patrons who both want to use them and neither of whom likes them — which is the easiest political situation in the world to run, because you always know what each side wants.

Let the party pick a side badly and early. There is no wrong answer in the first act, and having chosen makes the second act’s reversal land.

Haxami’s Thread

Haxami Bruja is in the isles to find an Ophidian Handler he has never met, without exposing the syndicate. Wire it in lightly: the Handler knows who the Pact-breaker is, and has been selling that knowledge. Same quarry, opposite directions. Serrin wants to file it; the Handler wants to price it; Haxami just needs to arrive first.

Handling the gap

Canon: Haxami died at the Bloodied Sands, and the stretch between the killing blow and Y’Jani finding him is “blurred and unaccountable.” Leave it unanswered at the table until it is played. Since 2026-09-10 the answer is this campaign’s, and part of it is decided — see the long dark.

Handling: Serrin finds the gap and misreads it as guilt — files it, moves on, never learns what it is. In dreams the gap has one consistent signature: silence, or a single sound that should be there and isn’t. Nobody in the world can explain it; anyone who could is dead, gone, or Y’Jani, who won’t. If a player asks an NPC, the honest answer is “I don’t know,” not a dodge.

Information Routing

Facts this module cannot survive the party missing, and every route to each. A row reading 1 is a defect, not a feature.

The party must learn…RoutesHow
Something is being offered to, and nothing is taking it 3
  • The offering stones are a visible heap of bread in torchlight — no check
  • a DC 12 Intelligence (Religion), free to anyone raised in Sai country, confirms none was accepted
  • the Refused walk past a fight to get at it, which says it without a word
This is not a one-off — the Wheel is failing in Onda 3
  • Thirty-one offerings from three castings off on the stones
  • Otto Rask says “third one since the turn” out loud in front of everybody
  • the Speaker admits it to anyone who is kind rather than sharp
The rite was performed correctly — nobody here caused this 2
  • The Speaker says so flatly and is not defensive about it
  • anyone raised in Sai country has seen a hundred castings off and knows the form was kept — DC 12 Religion for anyone else — including the North Turn
Their names reached Serrin because of that night 3
  • The Speaker writes the witnesses into the burial register in front of them — on the page, at the table
  • Ohna the clerk will say the papers came from the harbourmaster if anyone is kind to her
  • Serrin says so himself in the interview, and does not pretend it was chance
Somebody asked the Speaker to keep quiet about it 2
  • She admits it if pressed kindlyDC 13 Wisdom (Insight) to spot that the request came from somewhere else
  • Ma Silva noticed a clerk in a good coat (Oswin Tuck, the Kestrel’s man) at the last two rites who did not stay for either
He is in their dreams, and it isn’t ordinary anxiety 3
  • He says something in the interview he has no way of knowing
  • the others on the bench compare notes and the detail matches
  • asked directly, he admits it without apology
There is a real Pact-breaker, and it isn’t them 2
  • Serrin says so from the first interview — he is honest about it
  • the Sai factor confirms she believes it too, which is why she wants him gone rather than arrested
What he is doing is itself a Pact violation 2
  • Any Unåian Animist, asked plainly
  • the Sai factor volunteers it, because it is the thing she is trying to buy
Who taught Serrin the technique 1
  • Only Serrin knows. Not load-bearing inside these two sessions, so it does not block running them — but give it a second route (a name in his notes, or Ohna the clerk) before the campaign leans on it.

Session Clock

Neither session is on a hard clock. Both are on a soft one, and both break the same way if you let them run long.

Encounter Budget

Four characters at 4th level — Easy 500 / Medium 1,000 / Hard 1,500 / Deadly 2,000. Nothing in this module is fought in this module. Session 0 builds one encounter and stops on initiative; it is resolved at the top of A Good Day to Die, and the numbers are kept here because this is where it is assembled. Deadly on the nose is deliberate: the party sets the pace by freeing moorings, there is a hidden mitigation (torchlight) they can find in a round, and there is a stated rule that nobody dies on the strand.

SessionEncounterRosterAdj. XPBand
0The strand — set up here, fought next sessionThe Ino of Emil Varga + 3× the Refused2,000Deadly
0— fragile table variantThe Ino + 2× the Refused1,800Hard
iNone. If someone swings at Serrin he does not fight: pen down, “You may go.” No guards.

Monster Roster

All reskins — 2014 statlines, renamed, with the tweaks called out where they are used. Full blocks sit on the session 1 fight page, each beside the beat the creature enters on, and as collapsible foldouts on its one-sheet.

CreatureReskin ofCRXPBlock in
The Ino of Emil VargaWight3700Session 0
The RefusedShadow1/2100Session 0

What makes the fight is the Ino not staying down until the rite is taken apart, and that is resolved after the fight, by severing the three moorings — not in initiative.

The Ino’s objective is not to kill anyone. Its targeting rule is one line: he goes for whoever is being noticed — speaking, then loudest, then visibly grieving, because attention is what keeps a spirit here. Ties break toward the nearest lit torch. It ignores anyone silent and still. That makes bodies, not damage, the party’s job, and it is why the crowd is completely safe.

Failure & Setbacks

The strand’s failure states live with the fight

Session 0 stops on initiative, so nothing on the shingle resolves here — losing the fight, refusing to desecrate anything, standing back, feeding the Refused, and losing Isa or the Speaker are all episode one of A Good Day to Die. Session i’s own failure states get written when session i does.

If the arc goes wrong — the four that reach past both sessions:

Rewards & Advancement

Endings

Scaling Your Table

Formulas, not counts. Written for four at 4th.

Canon Touchpoints