The Strand and the Shed
Session 1 · episode one of A Good Day to Die · prep read
At a Glance
- For
- Four PCs at 4th level, plus a guest fifth for the fight only (the fifth chair) · 5e (2014)
- Where
- The strand below the sea wall, mid-initiative. Then the shed, six days later.
- Who
- Emil Varga (the Ino) · Isa Varga · Speaker Miriam Dol · Otto Rask · Yargin Brightwood (guest) · two hundred mourners
- Opens
- On last week’s initiative order. No cold open at the top — it runs at the six-day skip instead.
- The fight
- Hard. Roster inherited whole from session 0. He fights like a body but gets back up; severing all three moorings is what ends it.
- Purpose
- Put him down · Dol gives them the fourth mooring over the body · their names go in the register · they leave with the ledger
- Curtain
- They come off the shingle with a dead man’s book under a coat, and they know they were seen taking it.
Behind the screen — what tonight is actually doing
Two deliveries, and they are the whole session. First, the fourth mooring: Emil was murdered, a murdered man carries a claim nobody living knows to call, and that is why a correct rite bounced. Dol hands it over on the shingle, unprompted, ten minutes after the fight. Second, the ledger, in the head of the sealed cask. Everything else is transport between the two.
Putting him down fixes nothing. The Wheel still is not taking in Onda, the offerings will still sit, and the next casting off goes the same way. That is the spine’s problem, not this arc’s. Do not let the table leave thinking they solved it by winning a fight — the stones say so without anyone speaking.
Who searched the shed. Two hired hands, not the professional: told to find the cooper’s book, went through every piece of paper, put it all back nearly right. They missed it because they were looking for paper and it is inside a barrel. They return in episode two as the quaymen, with two people who can take it. The Journeyman is not in Onda yet. The killer is not in this module at all.
The last page. Emil’s ledger ends in a question in his own hand and never in a name (the head). That question is what he was killed for, and it exits into the spine. Do not let it resolve tonight.
Do not mention the Inquisition. The man copying the register in beat 5 is not named, not spoken to, and not explained. If a player asks who he was: “you don’t know.”
General Features — the strand: light, footing, cover, the crowd
The strand is answered in full on session 0’s page: no tide, flat shingle, half cover almost anywhere near the water, shin-deep at twenty feet and over your head at forty. Three things are different now that it is a fight.
- The board is against the pier — stove in along one side, still made fast, half out of the water. Nobody put it there and nobody has been near it. The party can get their hands on it.
- The lamps are out on the water, twenty feet out, shin-deep. They went dark one at a time and they are still floating.
- The crowd is terrain. Two hundred people trained at nine to hold still. They do not scream, do not run, and cannot be panicked or moved. Difficult ground and a silent audience — never a mob.
1 · Round One — 0:00 · 12 min · he gets up in the crowd and comes for them
Do not recap. Read the monologue off the sheet — it carries the round he was not given and ends with him walking at somebody — then call the first name on the list.
- Do not tip the ending. He takes damage, bleeds, and can be put down like anything else. He should look like a hard fight and nothing stranger. The episode’s whole weight sits on him standing back up after he drops.
- The lines are visible throughout. Three of them, taut, each running off into the dark toward something cast off an hour ago. The table was told whose is whose last week. Say they are there more than once, and do not explain them.
Tactics — he goes for whoever is being noticed
Targeting order: whoever is speaking, then the loudest, then whoever is visibly grieving. Not the nearest, not the biggest. He ignores anyone silent and still, which is why he ignores the crowd. No morale; he does not finish downed targets. A player who works this out and shuts up has solved something — let it work.
The Ino of Emil Varga — ×1, reskinned Wight, CR 3, AC 14, HP 45. Statblock and both house tweaks on the fight page.
Developments — round one
If they talk to him. He stops walking for a beat and turns his head — being addressed is being noticed, and that is the only thing left in him. Then he comes for whoever spoke. Give them the beat; it teaches his targeting better than anything else.
If they try to cut the lines. The blade goes through, there is no resistance at all, and the line is still there. Describe it exactly. That one beat teaches the mechanic.
If they hammer him. That is the fight. It should feel like it is working, because it is.
If they retreat or refuse to fight. Legitimate. He does not chase and does not touch the crowd — he goes back to the board and stands on it. Say out loud that disengaging is allowed if the table looks stuck.
If they go for a line immediately. Some table always does. It costs an action and does nothing they can see — the lines themselves cannot be cut. Do not discourage them, and do not explain why it failed. Once somebody looks at where the lines are made fast, they are on the real answer.
2 · Round Two — 0:12 · 33 min · five more come up the sand, and a stranger joins the fight
Both arrivals land on the same count, on purpose.
The fifth chair — Yargin Brightwood, a guest PC for this fight only
Yargin Brightwood — halfling ranger, 4th level, played by a guest for one combat and gone by the end of the night. He was in the crowd the whole time and breaks formation on his own count in round two. Do not explain him further.
- The bread is why the monsters come with him. He took a loaf off the stones on the way down, which session 0 lets anyone do. The two Refused behind him are queueing for it, not for the stones. If a PC took a loaf last week, they came for that one and Yargin is just carrying it.
- Initiative: roll for him normally. He acts on his own count in round two and spent round one in the crowd. No house rule, nothing inserted at the top of a round.
- His first turn is a real decision. Hand the loaf over or throw it, and the two undead take it and go. Same move the party make with Emil’s åsan after the fight.
- Let him take a mooring. If he is the one who goes out to the last post, say his name while he does it.
- He does not get the ledger. He leaves after the register, before the six-day skip.
What the fifth chair costs in budget, and what to run if Yargin does not show — the roster.
The Refused — ×5, reskinned Shadow, CR 1/2, AC 12, HP 16. They are queueing, not attacking. Statblock, objectives and morale on the fight page.
The crowd — two hundred people, not moving
They never panic, never help and never leave. The d6 of what they do is on the fight page — roll it once during the fight and once during the check.
Developments — round two and after
If they try to restrain him. He has no immunity to grappled — the reskin is a body. Give them the scene. It settles nothing, and holding a dead man still in front of his daughter is its own kind of bad night.
If they feed the Refused deliberately. It works. But every loaf handed over is one fewer on the stones in beat 3, and a lower count is worse. Something has now learned these people will feed it.
If Yargin gives up his loaf on his first turn. Ideal. His two take it and go, the encounter drops back to where it was for four, and the guest bought the party a round with a decision instead of a die. Say so.
If they lose the fight or the check. Nobody dies on the shingle. They wake at dawn, drained, dragged clear, and the Speaker took the rite apart herself at cost. Their names are in the register anyway and Isa comes six days later regardless. Full version in Failure & Setbacks.
How the fight ends — sever all three moorings; he gets up until then
He fights like a body — 45 hp, killable, nothing to track — and then he does not stay down. The board is made fast to the pier in three places, and while any of them holds he stands back up at the end of every round. Sever all three and he is finished.
No check and no single right answer. Break the fastenings, burn them, or reach for a spell or a rite — anything inventive lands. The lines themselves cannot be cut: a blade goes through and the line is still there. Describe that exactly the first time somebody tries; it teaches the rule and points them at the pier.
The three moorings, Isa at the kin line, and what burning the pier costs them — the fight page.
Then the three wet lines come up taut off a board moored to nothing, and Emil Varga gets a hand under himself and stands back up in his working clothes with nothing wrong with him anywhere, and his hands are folded wrong again. Whatever you just did, you did not do it to him.
3 · The Offering Stones — 0:45 · 20 min · the count says the fight fixed nothing
The fight is over and the strand is quiet. Do not let the table leave the beach without standing in front of the stones. There is no check to see them.
Then: what do they make of the heap? DC 12 Intelligence (Religion) to put a number on it.
- The count is 31 — three castings off, minus whatever the Refused carried away, minus any loaf a PC or Yargin is holding. A lower count is worse, not better: the only things accepting an offering in Onda are the ones that failed.
- Seeing it needs no check. Everyone alive knows what an untaken offering means. The DC 12 is only for the number — three rites’ worth, none accepted, which does not happen. Free to anyone raised in Sai country.
- Otto Rask says it out loud if nobody else gets there: “Third one since the turn.” Too loud, in front of everybody, because he is deaf in one ear and past caring.
- The Speaker’s reaction is the beat that matters. She goes quiet, then asks them — carefully, not as an order — not to talk about it. Pressed kindly: Oswin Tuck, the House Sai factor’s clerk, asked her the same after the last two, she has been clearing the stones at dawn herself, and she is ashamed of it. Pressed sharply: she thanks them for their help and says nothing else all night.
Developments — the stones
If they take an offering. Let them. It will matter later that one of them is carrying it.
If they count it themselves. Better than being told. Let a player do the arithmetic out loud in front of two hundred people who are all pretending not to listen.
If they report it to House Sai. A clerk writes it down and nothing happens. 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, so their names reach him either way.
If they never look at the stones. Costs them the arc’s clearest statement that the fight fixed nothing. Have Otto say his line at their backs as they climb the steps.
4 · The Fourth Mooring — 1:05 · 15 min · Dol tells them it was murder
This is what the session is for, and it is given, not found. No search, no check, no saving it for later in the arc. Dol has just presided over a rite that bounced, she is standing over the body with the register open, ten feet from four people still breathing hard, and she wants to know why almost as badly as Isa does. That is the moment.
“Three lines, because the living hold a man three ways. But a wrong holds harder than any of them, child, and a wrong nobody names is a mooring nobody can cast off. We sent him out with one line still made fast. The sea did the only honest thing it could.” — Speaker Miriam Dol, if asked kindly
- Plainer, if the table needs it: a hidden claim means a hidden wrong, and a man with a hidden wrong done to him was murdered. Both halves arrive in one conversation. She does not say the word — Isa does, or a player does, and the beach gets very quiet.
- Kindly is the key, and it was earned last week. Anyone gentle with her before the rite gets this as a confidence, sitting down, low voice. A party that was sharp with her gets a lecture delivered standing: same words, none of the warmth, and the rest of the arc to earn it back.
- She cannot tell them who. She is a Speaker, not an investigator. She has the shape of the failure, and the shape is the whole gift.
- Isa hears it. She is ten feet away and will not be sent home. What the party say about her father in the next two minutes is what she remembers of them for the rest of the campaign.
Developments — the fourth mooring
If nobody talks to her. She says it anyway, to the register, loud enough to be overheard, because she has to say it to somebody. Colder, and it lands.
If they ask what answers the claim. Spoken truth, in the open, before the people who knew him — that is what casting off a claim is. Give it now. It is the instruction for the end of the arc and it is better planted eight hours early.
If they ask whether this is why the other two failed. No, and she knows it, and it frightens her more than Emil does. Do not resolve it. The other two rites had no murder in them.
If the Speaker is dead or discredited. The residue on the board carries it instead: what is left where he lay reads, to anyone with the training, as something done to him. The fourth mooring arrives as a deduction rather than a gift — worse, and it still works.
5 · The Register — 1:20 · 10 min · their names are written down, and a stranger copies the page
Then: what do you do? Nothing to roll — he is already gone. The beat is that nobody moved.
- Do not name him, and do not let them talk to him. He is gone before conversation is possible, every time, and no chase catches him. If a player asks who he was: you don’t know. Do not mention the Inquisition.
- Their names are in it and cannot be kept out. That is the arc’s hook, being armed in front of them. People will start assuming they know things, and some of those people are dangerous.
- Yargin’s name goes in too. The form does not distinguish a halfling who came out of the crowd from the other four, and the man in the coat copied that line with the rest. A live thread for any night his player wants, and an honest reason for the party to wonder about him later.
- Then he leaves. Yargin goes up the steps and back into a port of four thousand people. He does not come to the shed and nobody sees him again this arc. If the table asks where he went, let Isa answer — she has no idea who he was either.
Developments — the register
If they refuse to give their names. The Speaker writes the four names off the ropewalk’s list. Refusing costs nothing, gains nothing, and is noticed.
If they go after the man in the coat. The steps come up onto a quay with three ways off it and nobody on any of them. Let them look, and let it be genuinely empty.
If somebody clocks the coat. Off-island cut, not Onda, and dry — he has been above the waterline the whole time. Anyone who has worked the Game’s side of a port reads “clerk” instantly and reads nothing else.
Six days — break, then the cold open, then the skip
- Which one. 10 — Try This: a wake, a boat that did not come home, a child feeding people who have just buried somebody. It rhymes with the beach and does not explain it. It is also the only one written — everything else in the queue is captured, not written.
- The man at the edge is in it, as he is in all of them — not looking at the dreamer, writing something down. The party watched somebody do exactly that ten minutes ago. Do not connect them for the players.
- Then say “six days later.” Nobody at the ropewalk or the quay mentions the night. The two who try are Otto (2 gp out of the ropewalk’s fund, pressed on them, embarrassed — refusing it offends him) and Isa.
6 · Isa at the Door — 1:40 · 15 min · she asks them to look at her father’s shed
Then stop, and let her stand there. Who speaks first?
- What she has. Someone has been in her father’s shed. And a question nobody in the port will discuss with her: why did he come back like that? She is not asking for revenge and does not use the word murder. She wants one person in Onda to tell her the truth, and the party are the only ones who did right by her on that beach.
- She comes to them. No hook to fish for, no roll to earn the meeting. Warm and direct if they were kind, formal and short if they were not — and short still ends with her taking them to the shed.
- What she can tell them at the door. Nothing was taken: not the tools, not the tin with his money in it, not the good adzes. She checked twice. Somebody went through every piece of paper in the building and put it back almost right.
- Her line, and it is the beat: “They didn’t take anything. That’s what I can’t — they didn’t take anything.”
- If they already asked to see the cask in session 0, she reminds them, faintly hurt that they never came. Note who asked, then and now.
Developments — the door
If they tell her about the fourth mooring. Do not stop them and do not soften it. She takes it standing, says nothing for a while, then asks the only question that matters: who. Nobody in this arc can answer that. Say so out loud — promising her an answer they cannot deliver is a real debt and should be allowed to be one.
If they lie to her, or say nothing. Allowed, and expensive. She knows the shape of being managed — the whole port has managed her for six days. She still takes them to the shed, and stands in the doorway rather than coming in.
If they ask why now. She went in yesterday to start clearing it out, could not, and noticed the chalk on the wall was not in the order he kept it.
If Isa died on the strand. Dol carries this beat instead, and it is colder: the shed is the port’s problem, not a daughter’s. See Failure & Setbacks.
7 · The Shed — 1:55 · 40 min · they search it and find the ledger. No encounter
General Features — the shed under the sea wall
Light. One shutter, salt-blinded, facing the wall. Whatever they brought is what they have.
Sound. Strangely quiet inside. They can hear feet on the quay overhead, and anyone on the quay can hear a raised voice down here. That matters at the end.
Footing. Shavings a foot deep in the corners, and one swept path from door to bench that nobody who worked here made.
Cover. Everywhere — stacked casks, a bench, a fire-hoop pot on ash, staves racked to the ceiling.
Verticality. A loft of seasoning oak, four pegs in the post. Nothing up there but wood.
Smell. Oak, pitch, char, cold ash.
Then: what do they read off the search? DC 13 Wisdom (Perception) or Intelligence (Investigation).
- Reading the search. No check to see that someone was here — Isa said so and the path says so. The DC 13 reads how: two men, unhurried, with a light, over more than one visit; they handled the tally-book, the order slips and the chalked wall, and set everything back so the daughter would not know. What it means: nobody was watching this shed, so they had all the time they wanted. On a failure they read a burglary that took nothing and go on assuming the port is safe. Do not correct them — the curtain does.
- What is here. Thirty-one years of honest casks, marked in a cooper’s language: grade, contents, destination, burned into the wood. A tally-book of orders in his hand. The chalk wall of jobs. His money-tin, untouched, four gold and some silver, which Isa will not take.
- The quiet month, if they ask. He turned down a run of sealed casks from Rosamund Kestrel’s house, the Sai factor’s, in his last month and would not say why. They had never paid him for the previous lot either. Isa knows this and has never connected it to anything.
- What is not here. Nothing that reads as a secret. No papers, no hiding place, no floorboard. The searchers were right that there was nothing to find in this building — they were wrong about what a cooper hides things in.
The cask — the ledger is inside the head
It is standing where it stood in session 0, and it is the same cask Isa offered anyone who asked the morning after the strand: finished, hooped, sealed, empty. A cooper does not seal an empty cask. Emil set two flat heads a hand’s width apart, laid a packet-boat tally-book in oilcloth between them, and finished it so well the join does not show.
Three routes in. Any one is enough.
- Isa. Ask her to look at her father’s work properly and she has it in ten seconds: “that’s not how he sets a head.” Costs nothing, and most tables will miss it because they are searching instead of asking.
- DC 12 Intelligence (Investigation). The cask is short. Struck, it rings wrong; gauged against any other Varga cask on the bench, it holds about a gallon and a half less than its hoops say.
- Free to anyone who handled it in session 0. If a PC asked to see the cask the morning after the strand, they get the discrepancy without a roll — and tell them that is why.
- Opening it. DC 13 Dexterity with cooper’s tools (on the bench) or thieves’ tools, to lift the head clean. On a failure the head staves in: the book is unhurt, and Isa watches somebody break the last piece of work her father ever finished. Social, permanent, worth writing down.
- Or ask Isa to open it — free, she will do it, and it makes her complicit in whatever comes out.
Then: who is holding it, and what do they do with it? Isa is standing right there.
- What the ledger is. Cask marks set against routes, dates and hands — every mark he burned, where it went, what came back. Read as a cooper’s record it is thirty-one years of trade. Read properly it is a map of a route that is still running.
- They get three things tonight and no more: it is a route · it is current, with entries from this season · the last pages stop being records.
- The second language. DC 12 Intelligence (Investigation) to see the system under the trade marks. Free to Haxami. Reading the whole thing needs the one person in Onda who reads marks for a living, and she holds the corner table at the Long Crossing — that is episode two.
- The last page. Three lines in Emil’s own hand, no date, pressed hard enough to score the page under it. Read it out:
Ask who set the fourth mark. It is not mine and it is on my casks.
Behind the screen — the last page, and the rhyme
That question is what he was killed for, and it is the only thing in this arc that reaches the man who did it. He took it to Dita Ferrante, the one person in Onda who could answer it; she passed it one link up the chain, as merchandise, without malice; a week later he was dead. The page never names anybody, here or ever — who killed Emil Varga runs at zero routes on purpose, and the question is what exits into the spine.
The rhyme with the fourth mooring is deliberate and it is only a rhyme. A fourth mark on a cooper’s casks and a fourth line on a dead man are not the same thing, and one does not explain the other. If a player draws the connection, let them be wrong in an interesting way and do not confirm it. What is true underneath is smaller and better: the wrong done to him and the question he asked are the same event, so the claim nobody could call and the mark nobody would name are the same silence from two directions.
If the party burn the book here and now — some will, and it is a legitimate ending arriving two sessions early. Do not stop them. The Journeyman still comes in episode three, because the route still exists and somebody still has to settle it. What changes is that the party have nothing to trade and nothing to read, and Dita never sees it. See Endings.
Developments — the shed
If they never open the cask. A real position — it is a dead man’s sealed best work. The Journeyman comes for it anyway, sooner and harder, and they end up defending an object they have never read. What Dol and Dita know still routes the murder to them.
If they leave the ledger with Isa. Worse for her, and she should say so herself: she is a net-mender living alone above the nets, and two men with a light have already been through her father’s building twice. She will keep it if they insist. One line from her is enough — do not make it a lecture.
If they search for who searched. Nothing in the shed names them. The quay above is a different matter, and it is where episode two starts. Let the thread be visible; do not resolve it tonight.
If they take the tools, the tin, or the trade. Isa gives freely and Onda will hear that they took. The sealing-iron is not on offer tonight — it is hers to give at the end of the arc, to whoever she trusts most, and giving it early spends the best reward in the module.
If they lose track of time. This beat can eat an hour. If forty minutes have gone and the head is still in, have Isa pick the cask up to move it out of their way and say the line about the head herself.
8 · The Curtain — 2:35 · 10 min · they are seen leaving with the ledger
Then: how long have they been up there? DC 13 Wisdom (Perception), or passive 13.
- They are watched, and there is no check to be watched. The party leave holding the most dangerous object in the port, knowing they were seen taking it. That is the curtain and it is not optional.
- The check is only when. DC 13 to know the two men were on the wall before Isa knocked — so the party were followed to the shed rather than found at it, and somebody has been on them for six days. On a failure they conclude the shed was being watched, which is comfortable and wrong.
- They watch the two go, and they catch neither. The departure is free to see — no check for it. Two men walking into a working port at dusk cannot be run down, and a successful chase costs episode two its opening. If the table insists, they get a taproom door — end the session on the doorstep, not inside.
- End on the object. Say who is carrying the ledger, by name, and say what it is: a murdered man’s account of a route that is still running, in a port where nobody will say his name out loud. Then stop.
What next session inherits
The ledger, unread past the first pages. The fourth mooring, spoken. Their names in a register that has been copied once. Isa’s question, unanswered and now owed. And two men who know what the party walked out of that shed with — who come back for it in episode two, and not alone.
Failure & Setbacks
On the strand. Nobody dies on the shingle except by the party’s own hard work, and their names are in the register in every one of these.
- They lose the fight. They wake on the shingle at dawn, drained and short a day, dragged clear by people who would not leave anybody lying there. The Speaker took the rite apart herself, at cost. Their names are still in the register, which is all the arc needs, and Isa comes anyway six days later.
- They won’t desecrate anything. A real position — severing the moorings means breaking up a pier in front of the man’s daughter and two hundred mourners. The Speaker does it herself, and it costs her: they watched a sixty-year-old Animist heave a board into the sea because they would not. The fourth mooring then arrives cold, as a lecture, and they earn the warmth back over the arc.
- They stand back and do nothing. It takes until dawn and the Ino reaches an old man in the front row first. Names in the register anyway, and the crowd’s silence afterwards is not neutral — Onda’s regard is the arc’s soft currency and they have started in debt.
- They let the Refused feed. It works and should work — but the count on the stones drops, and the only things accepting an offering in Onda are now the ones that failed. It also blunts the arc’s closing image: the åsan gone from Emil’s grave means less to a table that already watched bread taken by the wrong mouths.
- Isa dies. The worst outcome available and the party has to work at it. Do not reach for this. If the table earns it, it is permanent, and it takes the arc’s hook, its conscience and its grave coda with her. Reroute: the shed and the ledger still exist and Dol carries the question — why did he come back like that becomes the port’s question, and the truth at the end gets spoken over Emil to an Onda with no one left to tell. Colder, and it closes. Serrin will ask about it.
- The Speaker dies or is discredited. Her Has list is the biggest single point of failure in the arc. Every fact still has a second route (Otto says it too loud, Ma Silva saw the clerk, the stones say it without anyone speaking, the ledger’s last pages carry the murder), but the why his rite failed conversation has to be reassembled from the residue on the board rather than given. Session i still runs.
Across the arc. The four that decide how it ends.
- They lose the fight at the oyster house. The Journeyman takes the ledger and leaves them bleeding among the barrels — pieces do not murder witnesses without pay. The route survives; the last page is gone, and what the party knows of it is whatever they had read aloud by then. Isa’s question can still be answered and the grave coda still stands.
- They never open the cask. The Journeyman comes for it anyway, sooner and harder, and they defend an object they have never read.
- They go loud about Dita. If the party expose what she did — in the taproom, to the family, to anyone the Game can hear through — she is gone from the Long Crossing within the week. Not dead: to ground, her table empty, her thread intact but knotted. Bess inherits the danger and knows exactly one useful thing: who Dita was afraid of. Nothing.
- They refuse the grave. If nobody speaks the truth over Emil — to protect Isa, to keep it quiet, out of cowardice — the claim stays unanswered and the offerings on his grave stay where they were put. He is down and he is not sent, and the table knows the difference now.
Information Routing
Facts the arc cannot survive the party missing, and every route to each. A row reading 1 is a defect. Bess gates nothing and carries no row alone — she is the easiest way to what she has, never the only one, and neither she nor Dita has to be earned.
| The party must learn… | Routes | How |
|---|---|---|
| The marks are a language, and the ledger is a map of a route | 3 |
|
| Emil was murdered, and that is why his rite failed | 3 |
|
| The Journeyman inherited the route and is in Onda | 2 |
|
The one this module owes the spine — deliberately
Who killed Emil Varga runs at 0 routes, on purpose. Dita passed the question one link up and does not know where it stopped; the Journeyman never opened that account; the ledger’s last page names the question, not the name. The killer is spine material. The arc ends with the party holding the question and knowing one thing about the answer: it was worth a Pact violation to keep quiet.
Scaling — formulas, written for four at 4th
- The Refused, on the strand.
#PCs − 1, floor 2, ceiling 5. The ceiling is not taste: the Ino plus six Refused is seven creatures, which steps the multiplier to ×2.5 and puts the encounter at 3,250. Past five PCs, take the light away instead — light half the cressets. - Quaymen.
#PCs − 2, floor 1, ceiling 3 — the alley, episode two. - The Journeyman. Always one. His crew is two archers and a caster — drop an archer for a lighter night and never add bodies, because the danger there is one man on purpose. Formula and bands on the session 3 fight page.
- The Ferrante warehouse is the venue now, not an option. It was written here as the room to reach for when the climax needed to be his ground rather than theirs. Session 3 makes it the only room — it is Losam’s oyster house, Dita names it as part of her price, and Dalton picks it himself if they refuse her. No pitch-fire and no cover the party built. Whether the Ferrantes find out is still the lever it always was, and the endings pull it.
- The talk does not scale. Bess, Dita, Dol and Isa run identically at any table size. If the table is large, shorten each conversation rather than cutting one — the arc breaks if a woman is skipped, not if a fight runs short.
Canon Touchpoints
- U’Naim Ana — claims and the casting off, the Ino as a failed transition, and the åsan as canon’s own remedy. The fourth mooring is this module’s reading of those rules; murder by spirit-craft is what the Sanguine Inquisition exists to burn out.
- Time in Jinjara — the North Turn, the auspicious window, funerals best held. It was a good day to die, and it still did not take.
- House Sai — coin, ports, and the preference for nobody looking too closely. This module is what was living inside that preference.
- Who You Already Know — Emil and Isa Varga, Dita Ferrante, Tam, Speaker Dol. Bess is new and belongs on that page next revision.
- Nahu Serrin and the Sanguine Inquisition — the man at the edge, and why a failed rite smells like a crime to him.
- A Few Questions — session 0, the register, and the module this arc hands its last page to.
Pacing — the clock, and what to cut
- 0:00 — opening monologue off the sheet, then 1 · Round One — 12.
- 0:12 — 2 · Round Two: the Refused, the fifth chair, the rest of the fight — 33.
- 0:45 — 3 · The Offering Stones — 20.
- 1:05 — 4 · The Fourth Mooring — 15. Do not compress this one.
- 1:20 — 5 · The Register — 10. Yargin leaves.
- 1:30 — break, then the cold open and the six-day skip — 10.
- 1:40 — 6 · Isa at the Door — 15.
- 1:55 — 7 · The Shed — 40.
- 2:35 — 8 · The Curtain — 10.
- Running long? The fight is where the time goes. Cut the crowd d6 to one roll, let the first workable idea sever a mooring, and take the stones standing up in five minutes — the count is the only part that has to land. Do not compress the fourth mooring and do not skip the register.
- Running short? Play the port during the six days: conversations that stop, Otto and his 2 gp, a packet-hand who will not meet their eye. Or let them talk to Isa. Do not reach into episode two — the Long Crossing is a whole night and does not survive being started at the end of this one.
- Running wrong? If the fight collapses, the six-day skip absorbs it — the shed is unchanged by how the strand went and Isa comes either way. If the shed collapses, the ledger comes to them; the men on the wall are not the only way this book moves.
- The one thing: Dol says the fourth mooring over the body, and they walk out of the shed holding the ledger. Everything else can move.