# The House of Scales — Assassin Subplot

This subplot has two floors. Sevra thinks she's hunting a traitor; she's right, but she's standing on top of something worse. Let the players climb down at their own pace — most tables will crack the traitor and feel finished, and only the ones who keep pulling will find the rot underneath. Both floors are optional; the traitor floor is a clean, satisfying subplot on its own, and the rot floor is the "evil within the guild" the night is built to reveal.

- **Ground floor — [The Traitor](#the-traitor-floor):** Dace has been selling guild kills to the Order of Mending for money. Mundane, provable, resolvable. This is what Sevra can see.
- **Basement — [The Rot](#the-rot-floor):** Thera "Even-Hand," the guild's most honoured blade, harvests the souls of her marks for something beneath the city. Invisible, because she breaks no rule of the codex. This is what Sevra is missing — and what braids the two floors together: **Dace's crude soul-trafficking is drawing exactly the attention Thera needs to keep buried, so she has come to end him.**

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# THE TRAITOR FLOOR

## The Surface Problem: The Robbed Closings

A guild contract. A noble named **Lord Harath** was marked for death by a business rival. Standard job — clean kill, made to look like natural causes. Paid half upfront, 500 gp total.

Before the guild could act, Harath turned up dead. But not cleanly — his body was found in his study with ritual burns on his chest, his heart removed, and symbols carved into the floorboards. The city watch called it "cult activity." The guild's client wants a refund. The guild says the contract was accepted, the fee stands.

**What actually happened:** Dace sold the contract details to the Order of Mending. The cultists needed a specific type of kill — a death performed at a ley line intersection (Harath's study was on one) with the heart preserved as a binding component. Dace arranged access. The cultists performed the kill. Dace got paid twice.

Harath is only the latest and most inflammatory example. Other sealed scenes have lost an old mirror, a planar travel diary, blood from a surviving relative, or memories no ordinary thief could take. A few perfectly clean deaths left no soul for priests to call back. Sevra has bundled every variation into one accusation against the Order. This is the surface of the guild's problem. The deeper rot is Dace himself—and, deeper still, the unrelated soul-harvester using the confusion as cover.

---

## The Real Problem: The Traitor

For six months, Dace has been selling kills to the Order of Mending. The arrangement:

1. Dace identifies contracts involving useful bloodlines, planar exposure, protected collections, rare memories, or relics.
2. He passes the complete dossier—target, possessions, warning, assigned blade, schedule, and control of the scene—to Haddon through dead drops and meetings in the tavern's private room.
3. Sometimes the Order performs the kill for a bodily component. More often it lets the House kill and uses the sealed scene as cover for theft. The known killer makes further investigation stop.
4. Dace collects payment from both the guild (his cut) and the cult (a separate fee).
5. The guild's reputation suffers because the kills are sloppy and ritualistic — the opposite of the codex.

**Why Dace does it:** Money. That's it. He has no ideological alignment with the cult. He finds their beliefs ridiculous. He simply saw an opportunity for double income and took it.

**Why it matters:** A sealed death must end the grievance. No second blade, no looting, no punishment of the household. By turning the House's seal into cover, Dace makes the guild appear to rob its own dead and admits that its archive, operations, and honour are all porous. The shame is worse than ordinary poaching.

---

## Entry Points for Players

### Through Sevra (Direct)
Sevra suspects a mole but needs proof. If players approach her with professionalism and competence:

- **DC 14 Persuasion** to get her to discuss the guild's internal problems
- She won't name Dace as a suspect unprompted — she suspects him but moving on a guild member without evidence violates the code and would fracture the group
- She'll describe the pattern: "Three contracts in six months where the kill was done before we acted, or the body showed up... wrong. Missing parts. Ritual marks."
- She'll ask players to investigate quietly — "If it is one of ours, I need proof. Not suspicion. Proof."

### Through Kael (Emotional)
Kael is the easiest assassin to talk to because he's honest and angry:

- He'll volunteer his suspicion of Dace without being asked much
- "That smooth bastard was the last one assigned to the Harath job. He said the cultists must have intercepted us. Convenient."
- He can't prove anything. His evidence is gut feeling and coincidence.
- He saw Bren go rigid during the brawl and stare at the bar — useful for the murder investigation.
- **Ask him about Thera and he opens the trapdoor to the basement floor without meaning to** (see below).

### Through Haddon's Journal (Physical Proof)
Haddon's ciphered journal contains a loose account page for the Harath job:

- It names **Dace** as the source of the complete House dossier three days before the formal warning.
- It records two payments and their next meeting in the tavern's private room.
- Dace's personal field-sign authenticates the transaction; Sevra or Kael recognizes it automatically.
- Once deciphered, give the players the **[printable journal page](../prints/haddonuv-denik-harath.md)**.

### Through the Private Room (Physical Evidence)
The private room contains:
- Old summoner-sigil diagram scratched into the table (DC 14 Investigation, DC 16 Arcana to understand)
- A dropped cultist pin under the bench (DC 13 Perception)
- Faint traces of ritual chalk on the floor (DC 15 Investigation) — from when Haddon demonstrated binding patterns to Dace

### Through Dace Himself (Dangerous)
Dace is actively helping the investigation — steering it toward the cultists. A perceptive player might notice:

- **DC 16 Insight:** His helpfulness is performative. He volunteers theories but never evidence.
- **DC 14 Perception:** When the cultists are mentioned, Dace watches Haddon — not with suspicion, but with the careful attention of someone checking if their business partner is holding up under pressure.
- **DC 14 Investigation of his person** (requires proximity or a reason to search): A second cultist pin in his boot. Why would an assassin have a cult's symbol?

---

## Confrontation: Exposing Dace

When players have enough evidence to accuse Dace:

### Presenting Evidence to Sevra
She needs at least **two pieces** of concrete evidence (the pin found on Dace, Haddon's authenticated journal page, physical evidence from the private room, Kael's contract records, or a confession). The journal page is especially strong: it counts as one piece by itself and turns circumstantial private-room evidence into a second. With two:

> Sevra goes still. Not angry-still — *cold*-still. The temperature at the assassin table drops ten degrees.
>
> "Dace," she says. Just the name. Nothing else.
>
> And Dace's smile dies.

### Dace's Response

**Stage 1 — Denial** (Deception +8):
"That's absurd. I've been loyal to the guild since I was seventeen. You're going to take the word of [whoever provided evidence] over mine?"

**Stage 2 — Deflection** (if denial fails):
"Even if I met with them — which I'm not saying I did — it was intelligence gathering. I was trying to find the mole. Working alone because I didn't want to tip anyone off."

**Stage 3 — Violence** (if cornered):
Dace grabs the nearest vulnerable target (Bren or a player who isn't watching him) as a hostage. He has a concealed dagger coated in Essence of Ether (DC 13 CON save or unconscious for 1 minute). He demands safe passage out of the tavern.

**Resolution options:**
- Let him go — Sevra won't allow it. The guild's justice requires an answer.
- Talk him down — DC 18 Persuasion. Possible if players offer genuine protection from Sevra's justice (but can they really?).
- Fight him — Dace is dangerous one-on-one but outmatched against multiple opponents. At half HP, he surrenders.
- Cleverness — Players might pass a private note, manufacture a distraction, or use social manipulation to expose him without a direct confrontation.

### Aftermath

**If Dace is exposed and captured:**
- Sevra restrains him. Guild justice will happen after the lockdown ends. It won't be quick.
- The guild withdraws from active hostility toward the cultists — the immediate cause of the brawl is resolved.
- Sevra is in the players' debt. She offers: one favour. "Within reason. Don't ask me to go clean."
- Kael actually *thanks* the players. Awkwardly, sincerely. This might be the first time he's thanked anyone.
- **DM — the quiet horror:** the players have just delivered Dace to exactly the fate Thera engineered. He is restrained, condemned, and marked. Nobody will ever ask *why* Even-Hand wanted him gone. If the players later learn what the mark is, this beat curdles retroactively — they helped tie off her loose end.

**If Dace escapes:**
- Sevra is furious — at Dace, at herself, at the players for letting him slip.
- The guild remains hostile and unstable. The faction war threat is still live.
- Dace becomes a loose thread. **DM:** a Dace who slips away quiet and useful is a Dace Thera may pull *inward* rather than kill — see [the fork](#daces-fork-recruit-or-silence).

---

# THE ROT FLOOR

*The evil within the guild. Optional, and best kept subtle until the players earn it. The goal is a feeling delivered through physical things — a coin, a seam of grey light, a blade who is too perfect — not an exposition dump. Do not name the entity, the pact, or the wider conspiracy at the table.*

## What's Really Wrong

**Thera "Even-Hand" harvests souls.** She is the House's most decorated blade — forty-one seals, none disputed, every warning delivered, every kill clean and sealed and closed. And every one of her marks dies genuinely well while their soul goes *down* instead of on, folded cold into a coin, paid toward a debt beneath the city that she believes is real and righteous. She has never taken money for a kill in her life. In her own mind that makes her the only honest killer in a guild of mercenaries.

She is invisible because **she breaks no rule of the codex.** The founders wrote laws against choosing your dead, against cruelty, against leaving debts open — but no clause against a clean, warned, sealed kill that quietly damns the soul, because they never imagined one of their own would want to. Dace is a criminal and easy to catch. Thera is a model member and nearly impossible to — which is the whole horror of her, delivered in one night.

Full character detail, tells, the soulcoin, and her stat block are in **[the assassins roster](../npc/assassins.md#thera-even-hand--the-radical-the-rot)**.

## Why She's Here Tonight

Dace's dealings with the Order of Mending have dragged soul-death into public view — ritual kills, missing hearts, city-watch whispers about "cult activity." That's the one thing that gets people *looking* at what happens to souls in this city, and looking is the only thing Thera fears. She has come to resolve the Dace problem, and she has **already marked him** (see [The Mark on Dace](../npc/assassins.md#the-mark-on-dace-dm--the-braid-to-thera)). She is also privately disgusted by the cultists — amateurs desecrating something she considers sacred.

## The Trail Down (how players find the basement)

No single clue explains it; the horror is in assembling small wrong things until the shape appears. Seed these across the night for tables that keep digging:

1. **Kael, asked about Thera** (the trapdoor). Honest to a fault, he repeats the unease he's never let himself examine: a mark of hers whose family paid for a raising, and *"the priest couldn't find him. Said there was nothing there to call back."* He doesn't know what it means. He hates that he said it.
2. **The gestures.** A PC watching Thera greet or part from someone catches the doorframe-touch, the coin turned once, the murmured word (DC 16 Perception; DC 14 Insight to feel it was ritual). She did all three to Dace earlier, "comforting" him. Meaningless now; unforgettable in hindsight.
3. **The read.** DC 16 Insight: her warmth is real and skin-deep, and underneath she is *appraising* people, gently, like livestock.
4. **The brand.** Ask her about Orenn's body and she reads the soul-withdrawal fluently — *"That isn't a wound, it's a withdrawal… not our coin, though. Cruder."* She becomes a murder suspect (a dead end — Xarrul did it) and a much larger question (why does she know this on sight?).
5. **The mark on Dace.** His shadow falls a half-breath late at the candles (DC 15 Perception); true sight, Mags, or DC 15 Medicine or Arcana up close shows the grey seam at his throat. He is condemned and doesn't know it.
6. **The soulcoin** — the proof (below).

## The Soulcoin (the gut-punch)

The single object that makes the whole thing land. Thera carries at least one. Getting it off her is hard — DC 20 Sleight of Hand and she'll notice — but she may spend one in a fight (**Soulcoin Surge**), and one is on her body if she falls.

A warm coin, faceless on both sides, that whispers when held to the ear in a quiet room — and, held longer, seems to be *listening* instead. It is a person, minted: not destroyed, folded cold and recoverable while it holds charge. Mags smells the necrotic residue and goes grey; a cleric feels the trapped soul; true sight shows it glowing wrong; DC 15 Arcana reads a personal, fingerprint-like necrotic signature. Its warmth dates the kill — a warm coin matches a *recent* sealed contract on the guild's rolls, nailing Thera to a specific death. **Destroy it with charge left and the soul escapes** — to thank its liberator, to testify, or to lash out if it died screaming.

Full description and mechanics: [the roster entry](../npc/assassins.md#the-soulcoin-the-gut-punch).

## Saving a Marked Victim (the rescue mini-quest)

If the players realise Dace (or any mark) is condemned, they can race the clock — a clock they'll never see run out, which is its own dread. A marked-but-living victim can be freed by:

- **Consecration** — holy water, *Consecrate*, or a cleric/paladin's laying on of hands to break the grey seam.
- ***Remove Curse* or *Greater Restoration***.
- **Killing Thera** before the mark ripens.
- **Genuine forgiveness of the grievance** that named them, offered and meant — hardest of all, and for Dace, nearly impossible.

Saving Dace specifically is a bitter little arc: the party's traitor, condemned by something worse than the guild, and the players may have to decide whether he's worth saving at all.

## Dace's Fork: Recruit or Silence

Thera is still weighing what to do with Dace, and the players tip it without knowing they're doing it. The guild's rot has always recruited the already-compromised — a person deep in debt, to whom one more debt feels ordinary.

- **Exposed loudly / handed to Sevra / killed:** liability confirmed. Thera lets the mark run. Dace dies clean in nine days and no one asks why.
- **Slips away quiet, useful, and unburned:** Thera reconsiders. A blade willing to sell his own guild is exactly the kind of person her work is built on. She may let the mark lapse and reach for him instead. *(A perfect, invisible campaign seed: the tavern's traitor becomes the rot's newest hand.)*

## Confrontation and Resolution

There is no clean win here — that's the point. Options, in rough order of how hard the players pushed:

- **Let it lie.** Most tables. They feel *something* is wrong with Even-Hand and can't prove it, and she walks out courteous and beloved. The rot continues. Deeply unsettling; entirely valid.
- **Take it to Sevra.** Run [Sevra's arc](../npc/assassins.md#the-thing-she-cant-name-dm--her-arc): denial → one undeniable physical crack → terrifying thoroughness. Convince her and the loyalists turn — Sevra, and a broken Kael, side with the players. This is the emotional peak: the codex-faithful turning on the thing wearing the codex's face.
- **Confront Thera directly.** She doesn't panic — she reframes as righteousness ("which of us is the mercenary?"), then withdraws or fights. If Sevra is convinced, the guild fights *with* the party; if Sevra is still in denial, the players face Thera alone, possibly against Kael, who won't believe it until too late. See her stat block for **Soulcoin Surge** — she is hard to kill for good, and even a "failed" kill leaves the players a cracked coin as proof.
- **Free a soul.** Destroying a charged coin at the tear in the Deep Cellar's Old Work—or breaking it during the fight—releases a spirit: a witness, a thank-you, or a scream. The clearest possible statement of what she has been doing.

---

## The Rot Floor at the Table — Beat Sheet

*Read the sections above first; this is your at-the-table quick reference. The rule under all of it: reveal through physical things, never explain, never name the entity.*

**What's already true when the night starts:**
- Thera has already marked Dace (the courtesy she paid him before the players arrived). Nine-day clock, invisible.
- She carries at least one **warm** soulcoin (a recent kill).
- She's decided Dace is a liability and is leaning toward letting the mark run — unless the players make her reconsider.

**Read the table first.** Most groups will crack the traitor floor and feel done — that's a complete subplot, let them have it. Only push the rot floor as far as the players pull. Gauge it by whether anyone gets curious about *Thera specifically.*

**The escalation ladder** — each rung fires only when the players earn it; don't hand out rung 3 to a table still on rung 1:

| Rung | Trigger | What you drop |
|---|---|---|
| **0 — Ambience** *(free, drop for everyone)* | Just being in the room | Thera's chapel-stillness; Kael checking on her like a dog on its master; a dog that won't settle near her; milk souring by her cup |
| **1 — First pull** | A PC examines Orenn's body **or** asks about Thera | The **brand-read** (*"a withdrawal… not our coin"*) **or** **Kael's unease** (*"the priest couldn't find him"*) |
| **2 — Second pull** | A PC watches her closely / presses the thread | The **gestures** (doorframe, coin-turn, whispered word — DC 16 Perception); the **appraising read** (DC 16 Insight); **Dace's late shadow** (DC 15 Perception) |
| **3 — Proof** | A PC digs for something physical | The **grey seam** at Dace's throat (true sight / Mags / DC 15 Medicine·Arcana), or the **soulcoin** (pickpocket DC 20, her Surge in a fight, or her body if she falls) |
| **4 — The fork resolves** | How the players handle Dace | Expose/kill him → mark runs. Let him slip quiet → Thera reaches for him instead |

**How it ends** (pick by the players' last, hardest choice):
- **Let it lie** *(default / most tables)* — they *feel* it, can't prove it, she walks out beloved. Unsettling and valid.
- **To Sevra** — run her denial → crack → thoroughness arc. Turn her and the loyalists (and a broken Kael) move with the party. The emotional peak.
- **Confront Thera** — she reframes as righteous, then flees or fights. **Soulcoin Surge** means a "kill" may still leave only a cracked coin. Deadlier if Sevra's still in denial.

**If the players never engage the rot at all:** Thera leaves courteous and untouched, Dace dies clean in nine days, and nothing on paper is ever wrong. That's not a failure state — it's the seed. Let it sit.

**Fastest way in:** if you dealt the **Blade** character-secret, a PC may be carrying a sealed contract on Thera herself — the most direct engine onto this floor. See [character-secrets.md](../handouts/character-secrets.md#7-the-blade).

---

## Connecting to the Main Plot

The assassin subplot feeds the murder mystery and the fiend arc:

1. **The brawl was engineered.** Kael's grievance was real, but the laugh that tipped him (Rennt's) was twisted in his ears by Xarrul (Voice Thief), which layered a true statement beneath it: *„Haddon vybral toho šlechtice. Zeptej se ho.”* Haddon did select the victim; Rennt laughed but never spoke those words. Xarrul used the truth to give the brawl its final shove and create cover for the murder.

2. **Dace's meetings map the wards.** The diagram in the private room was made during a Dace/Haddon meeting. The cult was mapping the wards — which Xarrul was also breaking. The tavern's defences were weakened from both sides at once: Haddon from inside (mapping), Xarrul from the Ethereal Plane (scratching).

3. **The House accidentally freed Xarrul.** The Order sent the fiend into the inner archive to steal the Severance Nail, not kill Sevra. The archive's automatic Final Closure severed every outside claim crossing its threshold, including the Order's command binding. Xarrul slipped home into the Border Ethereal while carrying the power torn loose from that command. Witnesses saw an Order-marked creature near senior rooms, three injured blades, false voices, and then smoke; the House reasonably misread the heist as a failed assassination and the disappearance as banishment. The assassins in the tavern know only hearsay.

4. **Two hungers, one veil (DM texture, not a reveal).** Orenn died to a fiend crossing the veil; Thera feeds a debt beneath the city. They are unrelated predators — which is exactly why Thera can look at Orenn's brand and say *"not our coin."* The tavern is a thin place, and thin places draw more than one kind of appetite. Let attentive players feel that resonance; don't explain it.
