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The Loose Anchor

5 scenes · about 3.5 hours · 3 encounters

The Loose Anchor

A cut pin, a crowded festival, and a vessel that must not reach the landing.

Read aloud

The chain boom's anchor pin has been cut halfway through, and Haldric says the landing will have to close if the repair crew cannot make it safe. Three days from now, Fourth Sound Night will bring lanterns, crowds, and a cove full of witnesses. He needs you to escort the crew up the cliff and find out who sabotaged the winch.

Run the session

Scene
1/5
The Boom
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Get the repair crew safely to the anchor.
  2. 2Inspect the sabotage and secure the chain boom.
  3. 3Find out who ordered the sabotage and why the landing is being targeted.
  4. 4Resolve the crisis at the landing.

The clock

The Glass Dowry is due at dusk on Fourth Sound Night, three days after the anchor is found cut. If the party cannot make the pin safe, the watch may close the landing before the vessel arrives.

Scenes

  1. 0:00The Boom
  2. 0:30The Cliff Road
  3. 1:15Cadoc
  4. 2:00The Fourth Sound Night
  5. 2:35The Landing

Cast

  • HaldricQuestgiver
  • DoritAlly
  • CadocWitness
  • Idrith CallowayAntagonist

The hook

Set the scene

Haldric waits at the foot of the cliff road with six yard hands, their hammers knocking softly against one another as they shift their loads. The cove below smells of salt, wet stone, and old iron. Above them, the chain boom hangs across the mouth of the landing, its thick links trembling whenever the wind reaches the cliff. Haldric points to the winch house and asks you to escort the crew up, inspect the anchor, and report before the landing has to be closed.

How Haldric asks

Haldric makes the request in person at the foot of the cliff road.

Rumours

Roll a rumour

1“The chain is so old that the cliff seems to have grown around its anchor.”
2“A watch signer has been asking who is on duty for Fourth Sound Night.”
3“A low vessel has been seen beyond the cove, but never with a lantern burning.”
4“The Ledger Room's ink-stained books are more trustworthy than the people who sign them.”
5“The bell at Watch Station 3 should ring three strokes for the crew lost to the squall.”

Scenes

about 3.5 hours
  1. 0:00

    30 min

    socialThe table is here

    1. The Boom

    The foot of Bell Quay's cliff road, with the boom visible across the cove below.

    Haldric presents the job, the deadline, and his offer. Dorit gathers the repair hands, who are uneasy about the chain and keen to hurry.

    NextAs the crew takes up its ropes and hammers, the road bends away from the water and climbs into the loose scree.

  2. 0:30

    45 min

    exploration

    2. The Cliff Road

    A narrow cliff road above the cove, ending at a squat stone winch house with a rusted door.

    Escort the crew up the 200-foot switchback. The scree is a minor hazard, and the crew's haste can put them at risk. At the winch house, run the cut-pin challenge to gather clues and, if possible, brace the anchor for one day.

    NextOnce the tracks, cut iron, and ink-stained glove point toward the barracks, the climb down gives way to a quieter walk through the watch's working yards.

  3. 1:15

    45 min

    social

    3. Cadoc

    The watch barracks, where Cadoc can see the Ledger Room's doorway and hear the working harbor beyond.

    Cadoc stands at the barracks doorway with his hands hidden in his sleeves. A Charisma (Persuasion) or Wisdom (Insight) check, or a Measure such as the glove, cut pin, or matching ink, can persuade him to confess. He identifies the Counter as a Syndicate hand, names the Glass Dowry and Captain Calloway, and says the cargo is untaxed bell-metal due at dusk on Fourth Sound Night. The party may hand Cadoc to Haldric, protect him and feed the Counter false information, or bring his confession to the Ledger Room.

    NextThe confession gives the party a few days to prepare. Lanterns are carried along the cliff path as the village gathers for Fourth Sound Night.

  4. 2:00

    35 min

    social

    4. The Fourth Sound Night

    The lantern-lit cliff path and crowded landing during Fourth Sound Night.

    Lanterns line the cliff path toward the bell at Watch Station 3. The crowd is loud and warm, and Pasha's broth house has sold out twice. The festival offers cover: a character with a Measure of the Glass Dowry's cargo can pass it to Haldric without alarming the crowd. A Charisma (Deception) check can convince the Counter's runner that the anchor remains loose. At dusk, the Glass Dowry noses toward the landing without a lantern.

    NextThe vessel's dark bow turns toward the boom, and the winch chain begins to groan as the crowd's festival noise thins.

  5. 2:35

    60 min

    combat

    5. The Landing

    The chain boom, winch house, landing platform, Glass Dowry, and dark cove beneath the lantern-lit cliff.

    Resolve the anchor, the captain, and the cove as interlocking pressures. The party can hold the chain, parley with or expose Calloway, or fight her and two Bandits while the Boiling Shoals Lurker arrives on round 3. On round 4, or when the anchor holds or fails, a deep fourth bell sounds beneath the cove. Every creature hears it; the Lurker dives and does not return.

    The Landing at Fourth Sound

    NextAs the vessel turns away or the chain settles, Haldric steps toward the water and the crowd begins to move again, carrying the sound of the bell into the village.

Behind it

What people believe

A saboteur has half-cut the iron pin securing Bell Quay's chain boom.

Background

In Bell Quay, the chain boom guards the landing from uncounted vessels.

The stakes

If the boom fails, the watch closes the landing and the Glass Dowry may enter with untaxed cargo.

Encounters

3
  • The Cliff Road

    Hazard

    A 200-foot switchback climbing beside the cove, with loose scree, a narrow path, and a sheer drop toward black water.

    ComplicationThe switchback is loose scree. A creature moving more than half its Speed on a turn must succeed on a DC 10 Dexterity (Acrobatics) check or fall Prone and take 1d6 Bludgeoning damage. The six repair hands are Commoners, led by Dorit, and will hurry unless the party takes charge.

    ScalingMinor environmental hazard. For a more forgiving session, allow a character to spend an action helping a slipping creature avoid falling.

  • The Cut Pin

    Skill challenge

    A squat stone winch house at the top of the cliff road, with an iron pin, a heavy chain, a rusted door, and dust that preserves tracks.

    ComplicationThe party must get 3 successes before 3 failures to understand the sabotage and make the anchor safe for the moment. Investigation DC 12 reveals a fine-toothed saw cut, bright steel showing in the dark iron. Perception DC 12 finds a charred leather glove with ink on the thumb. Survival DC 12 follows boot prints back toward the watch barracks. Athletics or Smith's Tools DC 13 shores the anchor with a temporary brace, buying one day. Arcana or History DC 12 identifies the pin's maker's mark as the same three rivets and wave found on the bell, older than the winch house. Any 2 clues point toward Cadoc. If the glove is found, its ink can be matched to the Ledger Room. Do not explain why the old mark is on the pin.

    ScalingUse the challenge as written for the party. On a failed challenge, the party still learns at least one clue, but cannot brace the pin; the finale's anchor task begins under greater strain.

  • The Landing at Fourth Sound

    Combat, hazard, or parley

    A landing platform beside the cove, the chain boom across the inlet, a winch house above, lantern-lit cliffs, and the low deck of the Glass Dowry.

    Foes

    • Idrith Calloway, use Bandit Captain statistics

    • 2 Bandits

    • Boiling Shoals Lurker, a setting-specific creature

    ComplicationThe finale has three simultaneous pressures. The anchor requires 4 successes before it slips 3 times. Each round, one character can attempt DC 13 Strength (Athletics), Carpenter's Tools, or Smith's Tools to hold it; a Measure of the pin's weakness grants Advantage. If the pin was braced, the chain holds initially but remains strained. If not, each round a creature on the landing platform must make a DC 12 Dexterity saving throw or take 7 (2d6) Bludgeoning damage from the whipping chain. Calloway fights if attacked or if the landing is closed, but parley is possible: DC 15 Charisma (Persuasion), with a Counted Measure of the cargo or a Witnessed account of the Counter, persuades her to withdraw. A Measure presented to Haldric's cutter before the vessel lands leads to a boarding and Calloway's surrender. A Boiling Shoals Lurker arrives on round 3 and attacks the creature nearest the water. On round 4, or when the anchor holds or fails, whichever comes first, a deep fourth bell sounds beneath the cove. The Lurker dives and does not return. Everyone hears the note; do not explain it.

    ScalingFor four level-3 characters, the full encounter is high difficulty when the major anchor hazard is included. The listed foes total 1,200 XP using the provided values, and the major hazard adds 400 to the encounter budget. If Calloway is exposed or parleyed away before combat, the Lurker remains as the primary combat threat. For a smaller or struggling party, delay the Lurker until round 4 or have it retreat after one attack.

Cast

4
  • Haldric

    QuestgiverQuestgiver, watch officer

    WantsHaldric wants the landing secured without provoking a faction dispute or endangering the village.

    “Keep them off the loose edge. The chain weighs more than the crew, and it will not care whose bones it takes.”
  • Dorit

    Ally, repair foreman

    WantsDorit wants the crew to finish the repair safely; the anchor's size and the drop below frighten her.

    “I know every tooth on that winch. I just wish it did not sound like something breathing when the chain draws tight.”
  • Cadoc

    Witness, watch signer

    WantsCadoc wants to avoid punishment and the Counter's retaliation, but guilt makes him receptive to proof and a chance to confess.

    “I signed what they put in front of me. Then the Counter made sure I understood what silence was worth.”
  • Idrith Calloway

    Antagonist, smuggler captain

    WantsCaptain Calloway wants to deliver her untaxed cargo and keep her crew alive; she is willing to withdraw if shown credible evidence or offered a workable parley.

    “I have a schedule, a debt, and a crew aboard. Give me one good reason to turn around, and make it one I can take back to my people.”

How it ends

Rewards

Experience: Use milestone leveling. The party reaches level 4 at the end of the adventure.
Gold: 10 gp per character from Haldric. An earlier 10 gp per character from Iosefa may also apply if it remains unpaid.
In the story: If the party has a fair audit and the landing holds, the Ledger Room's register is corrected and the cargo is entered honestly. The party may gain a place on a local boat crew through Yoran, a harbor-wise friend. A favor from the Hands is available if the previous act ended with a joint watch.
Standing: If the audit was fair and the landing holds, Haldric grants 1 Mark with the Glass-Weaver's Navy. The Navy, Syndicate, and Silt Guild remember the party's choices.

Items

  • Repair gear for the anchor, supplied by Haldric.

  • A Dazzle-Glass Cutlass, awarded by Haldric for a successful landing outcome.

  • A Lantern of the Bioluminescent Deep, awarded by Iosefa for witnessing the audit.

  • Written permission to use the watch's cliff road for the party's lifetime in Bell Quay.

On a win

If the landing holds, the anchor is secured, the Glass Dowry is stopped or persuaded to withdraw, and the register is corrected with the cargo entered honestly.

What it leaves open

What does the register say now? Has the Ledger Room been corrected, and does the village trust it?
What happens to Cadoc: punishment, protection, or a quiet disappearance from the watch?
Is the recess beneath the cove sealed, left open, or watched?
Gwenra has noticed the Far Bell hum before anyone strikes it. She wants to compare notes but has told no one.
A merchant house's seal appears on both a Star-Sand claim and a Cinder-Reach toll. The Counter is only one of its hands.
The three rivets and a wave appear on a buoy in Silt-Strand Haven, a bell in Prism-Spires, and a chain in the Spine. Nobody knows who made them.

If it fails

The party fails to make the anchor safe during the cut-pin challenge.
The crew retreats or the party cannot brace the pin. At the landing, the chain begins under strain, and the watch may have to close the landing if the party cannot secure it.
The party cannot persuade Cadoc to speak, has no corroborating Measure, or threatens him without securing his trust.
Haldric loses confidence in the party's account, while the Counter has more time to cover their tracks. Cadoc may still confess if protected and shown evidence.
The party fails to hold the anchor or cannot stop the vessel before the chain slips three times.
The chain boom fails, the watch closes the landing, and the Glass Dowry passes into the cove or escapes with its cargo uncounted. The Hands blame the watch, the watch blames the Hands, and the party is asked to account for the night.
The party achieves a quiet settlement without securing a public confession or presenting the cargo as evidence.
Calloway withdraws and the cargo returns to sea. The register can be corrected without a trial, but the merchants remain unnamed and the Counter is not exposed.

Complications (d6)

  1. 1A repair hand slips on the scree. The crew stops to haul them up, costing time unless a character steadies the line or organizes a safe lift.
  2. 2A gust slams the winch-house door against the wall, scattering dust over the tracks. The party can still find the cut, but must spend a moment clearing the pin and prints.
  3. 3Dorit recognizes the pin's old maker's mark and freezes. A character who reassures her can get her back to work; otherwise, she will not help brace the anchor.
  4. 4A watch patrol approaches while the party questions Cadoc. Unless the party explains the evidence, the patrol assumes Cadoc is being threatened and calls Haldric.
  5. 5The Counter's runner spots a character carrying the charred glove and tries to retrieve it in the festival crowd.
  6. 6A lantern tips from the cliff path toward the landing. A character must catch or extinguish it before it ignites a coil of repair rope.

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