The Empty Crossing
The Empty Crossing
Read aloud
At dawn, the cable ferry drifts into Reedhook with its engine cold, its deck empty, and its crew gone. Beyond the far anchor, where open water should be, a pale shard hangs in the air above the route. Portmaster Mara Venn offers a reward for answers before the next crossing is due.
Run the session
Cheat sheet
Objectives
- 1Determine what happened to the missing ferry crew.
- 2Discover a safe approach to the folded route.
- 3Recover the crew without collapsing the route.
- 4Decide who controls the shard's future.Optional
The clock
The next scheduled ferry is due before nightfall. Mara plans to suspend the route if the party cannot offer a credible safety plan, while Corven intends to claim the shard as soon as the port's watch changes.
Scenes
- 0:00The Ferry Comes Home
- 0:20Marks on the Empty Deck
- 0:55Witnesses and a Salvage Claim
- 1:25Across the Repeating Route
- 2:10A Way Back Through
Cast
- Mara VennQuestgiver
- Tallis ReedWitness
- Ilyra QuillAlly
- Corven PikeAntagonist
The hook
Set the scene
The ferry's hull bumps the Reedhook landing without a pilot at the wheel. Its deck carries a half-coiled line, a dropped lantern, and a wet handprint that stops at the rail. Across the channel, the far-side beacon flashes once, then goes dark. A pale shard glimmers above the empty route.
How Mara Venn asks
Mara Venn approaches the party on the landing as the ferry is secured.
She offers access to the port records and a practical reward, asking that the party keep rumors of sabotage under control until there is evidence.
Rumours
Scenes
about 3 hours0:00
20 min
SocialThe table is here
1. The Ferry Comes Home
Reedhook landing, at dawn, beside the returned ferry.
Mara hires the party while port workers secure the empty ferry. The group can set priorities, learn the deadline of the next scheduled crossing, and see the shard from the landing.
NextMara grants access to the boat and port records. Tallis Reed waits nearby with a witness account.
0:20
35 min
Investigation
2. Marks on the Empty Deck
The ferry's deck and Reedhook's cramped signal office.
The party examines the deck, the cable fittings, crew belongings, and the port log. Useful evidence includes a fresh cut on a survey line, a lantern bearing pale grit, and a beacon entry recorded after the ferry had supposedly returned.
NextClues point toward the far anchor and reveal that the crew were performing an unlisted survey.
0:55
30 min
Social
3. Witnesses and a Salvage Claim
A net shed overlooking the port, with the crossing visible through its open doors.
Tallis and Ilyra help the party compare accounts and decode the beacon sequence. Corven arrives to offer cooperation, then tries to secure a private claim on the shard.
NextThe party learns how to test the route and chooses whether to accept, refuse, or exploit Corven's offer.
1:25
45 min
Exploration
4. Across the Repeating Route
The cable ferry and the open channel between Reedhook and the far-side anchor.
The party boards the ferry or follows the cable out to the far anchor. The route repeats small details, and the group must use the beacon, cable tension, and survey notes to recognize when they are approaching the same stretch again.
The Ferry That RepeatsNextThe party reaches the maintenance platform, where the shard becomes visible from multiple angles.
2:10
60 min
Skill
5. A Way Back Through
The far-side maintenance platform at the edge of the folded route.
The party stabilizes the cable and aligns the crossing posts while facing the shard's memory distortions. Corven may attempt to seize it; once the route is safe, the trapped crew can be guided back.
The Shard at the Empty RouteNextThe crew return to Reedhook, and the party decides the shard's custody and what the port should be told.
Behind it
What people believe
A cable ferry has returned to the port of Reedhook with its crew missing.
A strange shard is visible beyond the empty crossing, and the portmaster needs help learning what happened before the route is closed or claimed by salvagers.
Background
In Ferryfall, settlements depend on cable ferries strung across deep, fast-moving channels.
The routes are maintained by port crews and anchored to iron pylons called crossing posts. A route is considered safe only while its cable remains taut and its far-side beacon answers the near-side signal. Recently, a pale shard has appeared in the air beyond the abandoned crossing, visible only when viewed from the port.
The stakes
If the party fails, the missing crew may remain trapped, Reedhook's ferry route may close, and Corven may claim the shard.
If they succeed, they save the crew and decide whether a dangerous piece of Ferryfall's history becomes a guarded secret, a public discovery, or a bargaining chip.
Encounters
2The Ferry That Repeats
Combat or hazardous obstacle
An empty cable ferry suspended over a deep channel. The narrow deck is slick, the central cable jerks without warning, and a broken handrail opens onto the water.
Foes
Route-echoes: faceless silhouettes that repeat the missing crew's last motions
One cable-snarled ferry guardian formed from rope, iron fittings, and river debris
ComplicationThe ferry's movement makes footing unreliable. Each sharp cable-tug shifts the deck, and loose objects slide toward the open channel. The shard's light can briefly reveal routes through the distortion, but only from changing angles.
ScalingFor a smaller or less combat-focused party, use only two route-echoes and make the guardian a hazard that can be disabled. For a larger or more capable party, add echoes that appear from below the deck and make the guardian actively drag targets toward the rail.
The Shard at the Empty Route
Social and skill challenge
A narrow maintenance platform beside the far-side anchor. The route beyond it appears empty, though the shard hangs in open air where the ferry path should continue.
Foes
No required foes; Corven Pike's two salvagers may become hostile if negotiations fail
ComplicationThe shard's pulses cause memories to overlap. Each round or major exchange, someone hears a different crew member calling from a different direction, making it easy to split up or misread signals.
ScalingFor a gentle resolution, the shard can be approached after the crew's names and last route are identified. For higher tension, the crossing contracts with every failed approach, forcing the party to divide attention between stabilizing the cable and reaching the shard.
Cast
4Mara Venn
QuestgiverQuestgiver, portmaster of Reedhook
WantsRecover the missing crew and preserve the port's livelihood, while concealing that she approved a risky late-night survey of the route.
“The ferry came back empty. I want my crew found, and I want the crossing kept open before panic closes the port.”
Tallis Reed
Witness, dockside net-mender and sibling of a missing deckhand
WantsConvince someone to take her warning seriously and prove that her brother, a deckhand on the missing crew, did not simply desert.
“I heard the cable singing before the ferry went. Not creaking. Singing, like someone pulling a wet finger around a glass rim.”
Ilyra Quill
Ally, itinerant surveyor who has studied strange route distortions
WantsKeep the shard from being removed or studied until she can understand its effect on Ferryfall's crossings.
“The route is not empty. It is waiting for the right weight to cross.”
Corven Pike
Antagonist, salvage broker and former ferry pilot
WantsClaim the shard and sell its location to a powerful buyer, even if the route remains dangerous.
“You call it a rescue. I call it a chance to recover what the river has been hiding.”
How it ends
Rewards
Items
A brass crossing-token that grants priority passage on Reedhook ferries
A sealed survey case containing Ilyra's annotated route maps, useful for future travel or research
On a win
The party aligns the crossing posts and stabilizes the cable long enough to reach the folded route.
The missing crew return, shaken but alive, and the shard remains accessible without endangering the crossing. Mara reopens the ferry service under watch, while the party's decisions determine whether the shard is studied, guarded, or surrendered.
What it leaves open
If it fails
- The party cannot establish what happened to the crew or prove the crossing can be approached safely.
- Mara suspends ferry service and the port loses trade for several days. Nearby settlements grow hostile toward Reedhook, and the party must find another way to cross the channel.
- The party allows Corven to take control of the investigation or leaves the shard unguarded.
- Corven claims the shard's location and sells access to it. The route becomes a contested salvage site, bringing armed crews and political pressure to Ferryfall.
- The party reaches the ferry but fails to stabilize the route or communicate a safe way back.
- The missing crew remain trapped in the route's repeated passage. They may be recoverable later, but each return to the crossing makes their memories less reliable.
Complications (d6)
- 1A sudden backwash sweeps loose gear and one nearby bystander toward the water. Rescuing them costs time and draws attention from the port.
- 2The crossing cable emits a painful, glasslike note. Anyone close to it loses their bearings for a few minutes, and the shard brightens enough to attract the crowd.
- 3Corven Pike's hired salvagers arrive early and begin cutting a mooring line, claiming the ferry is abandoned property.
- 4A witness changes their account after receiving a quiet threat. The party can restore their confidence by protecting them or finding independent evidence.
- 5A fog bank rolls through the port. The shard disappears from view, while the far-side beacon flashes a signal that no living operator admits sending.
- 6A small object from the missing ferry arrives on the current, dry and dusted with pale grit. Its arrival briefly opens a view of the crossing from the opposite side.
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