Two Hours at the Wracks

  • ~20 min
  • 4 scenes

Previously…

Previously: the Saltlight's tide-bell went wrong and then silent. The party walked into the Drowned Chapel at low tide with Tilly Brack, the nine-year-old keeper, and escaped the rising water with the bell-founder's tide chart. Its note says the lost clapper lies where the ebb leaves things: the Wracks, under the lady who looks out to sea.

The Wracks can be walked for two hours either side of low tide and not one minute longer. The tide chart says the bell's clapper is out there, somewhere under "the lady who looks out to sea", among a hundred old wrecks and a great many gulls.

How long do you have?

For the guide: who you meet, rewards and tips

The map

The Edge of the Wracks The Long Keel Gull Rock The Soft Mud (bonus) The Figurehead N a day's walk
From the edge of the flats the party can go through the Long Keel or past Gull Rock to reach the figurehead at the bow; the soft mud is an optional side stretch.

Scroll or swipe to explore the map.

Who’s in this adventure

The Wrack Gulls

Heart Points
8
Guard
11
Attack
Snatch +2 (1 Heart Point, and grabs one small shiny item)

A squabbling flock, not a fierce one. A loud noise scatters them for a round, and a thrown handful of bread makes them forget whatever they were holding.

Rewards

  • The Bell's Clapper, carried into Chapter 3.
  • A bucket of treasures from the Wracks: a blue glass float, a brass button and a very old spoon.
  • The mud-hunters as friends, if the party helped them.

Tips for running this one

  • The tide clock is the whole mood of this chapter. Count the tokens down out loud, and let the last one go as the water reaches the bow.
  • Run out of time? Nobody is lost: the mud-hunters know the way back. A late party simply arrives home soaked and laughing.
  • Save the empty bell frame for the very last line of the session. It is a cliffhanger, so end on it.

Play together, online

Run “Two Hours at the Wracks” online with friends

Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.

The whole adventure is already loaded there, scene by scene, so you just step the party through it.

Try the first scene now

No sign-in, nothing saved. Share the link so the family can roll together.

Open the live table

Nobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.

The adventure, scene by scene

  1. Scene 1

    Low Water at the Wracks

    Read this aloud

    The sea is out, and the Wracks lie in front of you: a mile of shining grey mud stuck full of old ships, their ribs poking up like the bones of sleeping whales. Mud-hunters in tall boots are already out there with buckets. Tilly holds the tide chart flat against the wind. "Two hours. Gran said not one minute longer, and Gran was never wrong about the tide." She frowns at the chart. "Which one of these is a lady?"

    What do the heroes try?

    • Match the curving lines on the chart to the channels in the mud (Clever, Difficulty Number 12): they all point toward the oldest wreck in the middle.

    • Ask the mud-hunters if anyone has seen a lady out here (Kind, Difficulty Number 11): "The Long Keel has a figurehead, but nobody can get near it for gulls."

    • Climb the nearest wreck for a look across the whole flat (Brave, Difficulty Number 12).

    Notes for the guide

    What the heroes want: Read the tide chart and work out where to start searching.

    Start a two-hour clock: four tokens, one removed at the end of each beat. If the party was kind to Old Clatter in Chapter 1, Tilly asks after "that crab" here and grins when she hears.

    Where they are on the map

    YOU ARE HEREThe Edge of the Wracks The Long Keel Gull Rock The Soft Mud (bonus) The Figurehead
  2. Scene 2

    Inside the Long Keel

    Read this aloud

    The Long Keel is the biggest wreck on the flats, lying on its side with a hole in its belly big enough to walk through. Inside it is dim, dripping and full of the sound of the sea in the planks. Scratched into a beam, very small, is a bell, just like the ones on the chart.

    What do the heroes try?

    • Follow the scratched bells deeper into the hull (Clever, Difficulty Number 12): they lead to a line pointing out of a porthole toward the ship's bow.

    • Squeeze through the narrow gap to the old captain's cabin (Brave, Difficulty Number 13): a hero finds the same line painted on the cabin wall.

    • Help a stuck mud-hunter whose boot is wedged in the planks (Kind, no roll): grateful, he tells you the figurehead is at the bow, half buried.

    Notes for the guide

    What the heroes want: Find the clue Odran Pell left inside the wreck.

    All roads lead to the bow and its figurehead, a carved wooden lady looking out to sea. The clapper is buried under her.

    Where they are on the map

    The Edge of the Wracks YOU ARE HEREThe Long Keel Gull Rock The Soft Mud (bonus) The Figurehead

    Show your players this

    Scratched Into the Long Keel

    A row of tiny bells scratched into an old beam, the same little bells as on the tide chart, and under them a line that runs out through a porthole: "Follow the ebb to her feet. She keeps what the sea gives back. O. P."

    Print this handout
  3. Scene 3

    The Gulls of the Wracks

    Read this aloud

    Between you and the bow there is a rock covered in gulls, hundreds of them, all shouting at once. One gull, fatter and louder than the rest, is sitting on a nest made entirely of shiny things: spoons, buttons, a doorknob, half a mirror. As you come near, the whole flock rises screaming and dives for anything that glints.

    What do the heroes try?

    • Scatter them with a big noise (Brave, Difficulty Number 12) and run for it.

    • Throw bread or fish scraps the other way (Clever, Difficulty Number 11): the whole flock forgets you.

    • Trade the fat gull a shiny button for safe passage (Kind, Difficulty Number 12): it accepts, very seriously.

    Notes for the guide

    What the heroes want: Get past the gull rock without losing anything shiny.

    If the table wants a scuffle, use the Wrack Gulls block; they flee for good after losing half their Heart Points. Anything shiny they snatch can be found again on the nest later.

    Where they are on the map

    The Edge of the Wracks The Long Keel YOU ARE HEREGull Rock The Soft Mud (bonus) The Figurehead
  4. Scene 4

    The Soft Mud

    Read this aloud

    The last stretch before the bow is the softest mud on the Wracks. It sucks at your boots, and somewhere under it something goes plop, plop, plop. The water at the far edge of the flat is already shining a little brighter than before. The tide is thinking about turning.

    What do the heroes try?

    • Lay planks from the Long Keel across the mud to make a path (Clever, Difficulty Number 12).

    • Lie flat and wriggle across, spreading your weight (Brave, Difficulty Number 12): very muddy, very fast.

    • Rope everybody together so nobody can sink far (Kind, Difficulty Number 11).

    Notes for the guide

    What the heroes want: Cross the soft mud quickly without anyone getting stuck.

    Optional flavour beat. A stuck hero just costs time: take an extra tide token instead of any Heart Points.

    Where they are on the map

    The Edge of the Wracks The Long Keel Gull Rock YOU ARE HEREThe Soft Mud (bonus) The Figurehead
  5. Scene 5

    The Lady Who Looks Out to Sea

    Read this aloud

    At the bow, half buried in the mud, a carved wooden lady gazes out to sea with salt in her painted eyes. Under her, sticking out of the mud, is a long iron shape with a round bronze end: the bell's clapper, wedged fast. The first thin sheet of water slides across the mud and around your boots. Far off, from the Saltlight, there is no bell at all.

    What do the heroes try?

    • Dig it out with hands and buckets (Brave, Difficulty Number 12).

    • Lever it free with a plank from the wreck (Clever, Difficulty Number 12).

    • Ask the mud-hunters for help: if the party helped one earlier, they all come running with spades (Kind, Difficulty Number 11).

    Notes for the guide

    What the heroes want: Free the clapper and get back to dry land before the tide covers the Wracks.

    The party gets the clapper and gets home with the water at their knees. Then the twist that ends the chapter: they climb the Saltlight steps at dusk and the bell is gone from its frame. Wet seaweed hangs from the beam, and big webbed footprints lead down the rocks into the sea, toward Cormorant Isle. Stop there.

    Where they are on the map

    The Edge of the Wracks The Long Keel Gull Rock The Soft Mud (bonus) YOU ARE HEREThe Figurehead