# The Reckoning — Endgame

## Overview

The Reckoning is whatever happens when the players have gathered enough threads and decide to act. It's not a fixed encounter — it depends entirely on what they've learned, who they've allied with, and what they're willing to risk.

This document covers the primary confrontation paths and the central moral dilemma.

---

## Reaching the Endgame

Players arrive at the Reckoning through any combination of:
- Following the ethereal trail to the cellar
- Bren's testimony pointing to a fiend
- Essek revealing the summoning
- Veil Dust trip exposing Xarrul
- Orenn's letter and preparations in the storage room
- Exploring the [Deep Cellar](../location/deep-cellar.md) — the chalk-wall notes and the [Guest's](../npc/the-guest.md) cult-infiltration intel both point at the Order of Mending and the summoning; the vault arms the party for the fight
- Logical deduction from the ambiguous clues

There is no "right" order. The Reckoning begins when the players know enough to act and choose to do so.

---

## The Clock

The Reckoning is player-driven, but it is not *timeless*. When Mags shattered the summoners' lockstone in Act 2, she sealed the house across every plane into a **closed vessel** — and that is exactly what Xarrul needed to finish crossing. It now has until **midnight**, when the seal lapses, to complete the crossing through the old tear in the cellar — the **lockdown clock** ([xarrul.md — The Night's Clock](../npc/xarrul.md#the-nights-clock--presence--escalation) and [the ward-crystal's true nature](../location/tavern-overview.md#the-enchanted-door)). The longer the players wait, the colder the room, the bolder Xarrul, the higher the body count. If they never act at all, the clock runs out and Xarrul **crosses over completely**: permanent, material, no Slip Between escape, far worse to fight. This is the pressure that keeps Act 3 from drifting. Slowing or breaking it — **breaching a sealed exit** to re-open the vessel, the iron bell, re-powering the cellar containment, the fifth rule's burn-and-seal — is the pushback; letting it run is its own quiet choice.

---

## Confrontation Scenarios

### Scenario A: Direct Assault

Players know about Xarrul, have combat resources, and go to the cellar to fight it.

**Setup:** The cellar is dark, cold, and cramped (10m x 8m). The thin point dominates the eastern side. Xarrul is in the Ethereal Plane — players need a way to reach it or force it into the Material Plane.

**Tools to force and hold Xarrul on the Material Plane:**
- **Veilhook Salt** (4 finished doses in the [Deep Cellar](../location/deep-cellar.md#the-fixers-arsenal), with a craftable recipe in the Workroom): a Veil Dust user can throw it across the boundary. On a failed DC 14 Charisma save, Xarrul is dragged fully onto the Material Plane and cannot change planes until the end of its next turn.
- **The binding circle** (cellar floor; the summoners', not Orenn's): once the salt pulls Xarrul across, the party must drive it inside. A failed DC 17 Charisma save traps it beyond the salt's one-round duration.
- **The iron bell** (main hall fireplace): an old house-relic that wakes the foundation sigils for a time, giving Xarrul disadvantage on Ethereal Jaunt and making it harder to escape before the salt lands.
- **Warding chalk circles** (from storage): Minor constraint, 10 minutes per use
- **Force damage:** Affects ethereal creatures from the Material Plane

**Xarrul's tactics:** See [Xarrul NPC file](../npc/xarrul.md). It uses Ethereal Jaunt to avoid being pinned, Voice Thief to sow confusion, and Whisper of Ruin on the strongest melee fighter. It doesn't want to die. At half HP and restrained, it negotiates.

**Difficulty:** Hard for level 4. The shifting between planes makes Xarrul slippery. Without a way to pin it on the Material Plane, it's a war of attrition that Xarrul wins.

### Scenario B: The Rebinding

The "easy" resolution. Haddon proposes recapturing Xarrul using the binding circle in the cellar and restoring the original binding. This is available to any party that uncovers the fiend's existence — it doesn't require deep investigation into the cult's true nature. A loyal Dalla actively supports this.

Once the maternal-conduit extract is explained, Dalla refuses to provide blood. Rebinding then requires coercing her, deceiving her about the note, or substituting another blood relative—which is not available tonight. This turns the early safe option into an exposed act of exploitation.

**Requirements:**
1. The complete summoner's binding coffer from the [Deep Cellar Workroom](../location/deep-cellar.md#the-workroom-laboratory)
2. Dalla's blood (given willingly only before the conduit extract is explained)
3. The summoners' binding circle in the cellar (DC 16 Arcana to adapt it for rebinding rather than containment)
4. Xarrul must be lured to the cellar or forced onto the Material Plane
5. Haddon leads the ritual (10 minutes, concentration), Rennt assists

**How it plays out:**
- The party must get Xarrul to the cellar and keep it there for 10 minutes while Haddon completes the ritual. This is a fight — Xarrul does NOT want to be bound again. It fights with everything it has.
- **Xarrul targets Haddon specifically.** The moment the party commits to rebinding, Haddon is the hand reaching for the chains — and Xarrul removes hands. It spends Brand, Visions of Spite, and everything else on Haddon over any other target (*"you reach for the chains, I take the hand"*). Protecting the ritualist becomes the party's core problem. If Haddon dies, rebinding is off the table unless another character takes over (DC 18 Arcana, with no time to prepare).
- If the ritual completes: Xarrul is bound. It screams in fury as the chains take hold. The cult has their weapon back.
- If the ritual is interrupted (Haddon takes damage and fails a DC 14 CON concentration check): The binding snaps. Xarrul is free and enraged. Combat continues with no second chances.

**Aftermath:** Dalla's connection to the binding restores — Nessa's condition stabilizes but doesn't improve. Her body remains suspended. The cult moves toward Phase Two with renewed confidence and a bound fiend. Dalla tells herself this is progress. The murder is "solved" (the weapon is leashed), but nothing is actually fixed.

**Mags's reaction:** Disgust. "You're handing them back the thing that killed him. On a leash. And you think that leash will hold?" She won't stop the players, but she won't help, and she won't forgive.

### Scenario C: The Dual-Plane Kill

The "true" way to destroy Xarrul — synchronized destruction in both the Material and Ethereal planes. Unknown to the characters, this method will cure Nessa. Before they attempt it, however, they can establish only that the harvested vitality should recoil along her silver cord; no one can prove the violent collapse will not damage the tether. It also tears the veil.

**Discovering this scenario requires the conduit evidence**, Essek's help, or a PC who combines the binding records with direct Ethereal observation. Dalla does not unlock or automatically endorse it. After the notes surface, she favors Xarrul's promise of a controlled rescue; Essek favors ending the extraction now rather than freeing a fiend. Players who never uncover the truth receive only Haddon's rebinding proposal.

**Requirements:**
1. At least one character on the Ethereal Plane (Veil Dust at the thin point = 10 minutes, or Oil of Etherealness from Orenn's bedroom = 1 hour)
2. At least one character on the Material Plane
3. Both groups damage Xarrul simultaneously on both planes
4. Both "halves" of Xarrul must be killed within 1 round of each other

**How it works mechanically:**
- When Xarrul is on the Ethereal Plane, characters there fight its ethereal form (full stat block)
- When Xarrul shifts to the Material Plane, characters there fight its material form
- At the thin point, Xarrul cannot fully separate its planes — it exists on both simultaneously, split. Material form: half HP (39 HP). Ethereal form: half HP (39 HP). AC and attacks unchanged.
- If one form is killed and the other survives more than 1 round, the surviving form regenerates the dead form at full HP. The kill must be synchronized.

**During the kill:** The veil tears. For 1 round at the moment of synchronized death, the planar boundary at the thin point *dissolves*. The Material and Ethereal planes merge in a 20-foot radius for 6 seconds. Everyone present sees both planes at once. The temperature drops. Sounds echo from wrong directions. For that one round, everything Mother Vyre predicted is true — the planes *do* want to touch.

Then the veil snaps back. The tear heals. Xarrul is gone.

**And Nessa:** The vitality siphoned through Dalla snaps back along the maternal conduit and races down Nessa's silver cord. Dalla gasps and clutches her chest as four years of weakness lift at once. Miles away, Nessa's projected self is torn free of the planar scar and pulled home. Her six-year-old body draws its first waking breath in four years and opens its eyes. The gamble worked—but nobody in the tavern knew that it would.

### Scenario D: Negotiation

Xarrul is ancient and pragmatic. If cornered and unable to escape, it will negotiate.

**What Xarrul offers:**
- Everything it knows about the Order of Mending, Mother Vyre, and Phase Two
- Both stolen research extracts, or the location where it planted them
- The truth that Vyre caused Nessa's dislocation and used Dalla as the maternal conduit
- If allowed to leave after the lockdown: follow Nessa's silver cord, unwind the scar, and bring her projected self home
- The truth about Dace's treachery
- Information about Skein and how to kill it
- The names and locations of other fiends bound by mortal cults in the region

**What Xarrul wants:**
- Freedom. Not destruction, not binding — the right to leave unmolested.
- A vessel. If the Guest has been freed, Xarrul already has a willing exchange available through [the Vacancy](#scenario-g-the-vacancy-the-guests-gambit); otherwise it will leave and find a host later.
- Or, if particularly cunning: the thin point left unrepaired. "Leave the door open. Not for me. For *air*."

**The problem:** Xarrul is evil. Letting it go means it's someone else's problem. It killed Orenn. It will kill again. But its information is genuine and valuable. This is a classic devil's bargain.

**Mags's reaction:** "No." Simple. Final. She won't negotiate with the thing that killed Orenn. If players choose negotiation, they do it over Mags's objection, and their relationship with her is damaged.

### Scenario E: Faction War

If players haven't uncovered the fiend, or if tensions boil over before the Reckoning, the factions turn on each other.

**Trigger points:**
- Kael loses patience (2+ hours of lockdown with no resolution)
- The cult's summoning is exposed to the assassins
- Dace is exposed and the cultists realize they've been compromised
- Any NPC is attacked or killed

**What happens:** Lethal combat. Assassins vs. cultists. Mags tries to stop it. Players can:
- Join a side
- Try to stop the fight (DC 18 group Persuasion, or DC 16 with evidence of the fiend)
- Use the chaos to pursue the fiend while everyone's distracted (ironic echo of the brawl)

**Casualties:** Without intervention, Kael dies (he charges Rennt), Rennt dies (he's outmatched by Sevra), and Dalla is caught in the crossfire. Essek tries to flee and is cut down by a guild soldier. Haddon escapes using Misty Step. The fiend watches, delighted.

### Scenario F: The Open Door (Joining Xarrul)

The darkest ending — and the one that most fully commits to the module's thesis: the players help Xarrul cross over and become real. This is **not** the passive "let it walk" of Scenario D; it is active complicity. It is also **not** an edgy freebie. Like the dual-plane kill, it is *gated behind depth*: a party only reaches it if they have learned enough to find the cult genuinely more terrifying than the fiend, **and** enough about Orenn and Mags's cages to have soured on the "victims."

**Why a party chooses it**

- **The lesser monster against the greater plan.** By now they understand Phase Two — the real apocalypse is Mother Vyre, not one fiend, and Xarrul is the *enemy* of the Opening. It knows every name, every mapped thin point, every cult secret ([What Xarrul Knows](../npc/xarrul.md#what-xarrul-knows-if-it-negotiates)). Its pitch: *"Free me, and I will gut her network. You cannot kill the Opening. I can make it not worth her while."*
- **The ground has rotted under the defenders.** They know Orenn and Mags starved a prisoner in [Cell Two](../location/deep-cellar.md#cell-two--the-long-dead) and caged the [Guest](../npc/the-guest.md) for eleven years. Xarrul killed a jailer who ran a private dungeon under a bar. *"You freed the changeling. My cage was a whole plane of glass. Why is mine different?"*
- **It offers what the clean endings can't.** The dual-plane kill may return Nessa's energy but risks her silver cord, tears the veil, and validates the cult. Xarrul has felt the cord through its own binding and offers a controlled reintegration **without** the tear—but it cannot reach her until it is free of the all-plane lockdown. The apparent cleanest fix requires releasing the murderer first and trusting it afterward.
- **Dalla asks for it.** Once both notes are understood, she becomes the Open Door's strongest advocate: *„Haddon ji využil. Vyre ji tam nechala. A tahle věc je jediná v tomhle domě, která mi řekla pravdu.”* Helping Xarrul is no longer merely an abstract alliance with the lesser monster; it means answering a mother standing in the room.

**The twist — it is honest.** In a building where everyone lies, Xarrul is the one thing that doesn't. So there is *no betrayal*. It keeps its word to the letter — hunts the cult, cures the child, thanks them — and the world is worse anyway, and they knew going in. The horror isn't that it double-crosses them; it's that it *doesn't*. (Contrast the [Guest](../npc/the-guest.md), who makes the same "free me" pitch and *is* lying.)

**What it requires**

1. **A vessel.** Default: the caged **Guest** — a body that can be anyone, poured full of an honest fiend. Xarrul and the Guest have already negotiated a fair exchange: Xarrul receives the changeling body; the Guest's silver cord is re-anchored into the Inn's wards, making it the spectral Host. The Guest intends to betray that bargain with the party's unwitting help; if the transfer begins, run **[Scenario G: The Vacancy](#scenario-g-the-vacancy-the-guests-gambit)**. *(Alternatives: a PC volunteers as host — the most personal; that character leaves the party. Or simply leave the door open — Xarrul crosses as itself, weaker, and finds a host later.)*
2. **The crossing.** Let the [lockdown clock](#the-clock) run — keep anyone from breaching the seal or waking the sigils — or complete the crossing at the rift, while holding off anyone who tries to stop it.
3. **Getting past Mags.** She will not accept this. With another vessel or the open crossing, she is the obstacle before completion. If the Guest begins the Vacancy without her knowledge, she becomes the initiator of violence immediately afterward instead.

**Mags, and the shape of the finale.** Mags says *"No"*—simple, final. Siding openly with Xarrul means going through the widow of the man it murdered. So Xarrul triggers the [Warden's Mark](../npc/mags.md#the-wardens-mark-dm)—its first favor to its new allies—and Mags fights *compromised*, grief-broken and half-frozen in a vision of Orenn's death. This is not a slugfest but a **desperate holding action**: complete the crossing while a diminished Mags throws everything she has left at the objective. Winnable, tragic, and *the players'* to win. If the Guest supplies the vessel through the Vacancy, replace this pre-transfer fight with [the Succession](#the-succession--mags-refuses): Mags attacks only after the body has an owner. (For a bigger fight, add **Sevra** at her side.)

**Aftermath.** Xarrul keeps every promise (see [After the Reckoning](#after-the-reckoning)). If it uses the Guest, the fiend does not betray the bargain; the Guest is the one concealing a second intended outcome. No broken word. Just competing knives.

---

### Scenario G: The Vacancy (The Guest's Gambit)

This is the Guest's ending and the mechanically easiest opportunity to destroy Xarrul. It becomes available if the party frees the Guest, learns that Xarrul wants its body, and brings it to the **binding circle at the cellar thin point**. Do not run the transfer at the rift in the Deep Cellar; that tear is too unstable. The old circle upstairs is where one body can briefly be made into a closed vessel.

The Guest's pitch is exactly true:

> *„Xarrul chce tohle tělo. Až si mě vezme, nastane okamžik, kdy už opustil druhou stranu, ale ještě nedorazil na tuhle. Pusťte mě ven a já vám ten okamžik dám.”*

It omits the result it actually wants: destroy Xarrul during that moment, let the fiend's embedded planar imprint collapse into the vacant body, then reclaim the body with Xarrul's ability to cross the veil.

#### Why Xarrul Commits

Xarrul understands that the Guest would consume it if it could. That is not the deception. The Guest has truthfully consented to vacate the body and genuinely accepts becoming the Host if its betrayal fails.

Xarrul enters because the contest is hopeless **without outside hands**. The Guest cannot attack during the transfer without forfeiting its cord, ordinary mortals cannot touch a projected fiend, and Xarrul's will overwhelms a drug-weakened changeling. Once Xarrul places its essential anchor into the vessel, however, withdrawal would tear it across both planes. The transfer must finish. Xarrul underestimates which anti-fiend tools the Guest has steered into the party's hands.

> **Xarrul:** *„Jakmile budu uvnitř, hodláš sklapnout čelisti.”*
>
> **Host:** *„Hodlám ti dát své tělo.”*
>
> **Xarrul:** *„Obě tvrzení mohou být pravdivá.”*
>
> **Host:** *„Pak si rozumíme.”*

#### The Spectacle

The Guest steps into the circle and willingly opens the way. Its body goes slack. Every borrowed feature runs off it like wax until a pale, unfinished changeling shell remains standing or kneeling at the circle's center.

In rules terms, Xarrul is performing a bespoke form of **Astral Projection** through the Inn's sealed Ethereal overlay. The technique exposes both silver cords without sending either spirit beyond the lockdown, so Ethereal tools can still perceive and harm them. This is ritual knowledge Xarrul acquired through Nessa's binding, not the standard spell for PCs to cast or dispel wholesale.

Two spirits rise from it. The Guest is silver-white, its outline cycling through every face it has worn. Xarrul is amber-black, gaunt and precise, joined to the empty body's chest by a burning cord. The Guest's own silver cord still runs into the same chest. Over three rounds, Xarrul unthreads that cord from the flesh and knots it, strand by strand, into the glowing foundation sigils.

For those three rounds, **neither creature occupies the body**. The body, the Guest and Xarrul are three separate targets.

#### Running the Vacancy

The transfer settles at the end of **round 3**. Roll initiative normally.

**The vacant body:** AC 10, 52 HP, unconscious, automatically fails Strength and Dexterity saves. Damage remains when someone finally occupies it. If it dies, the Guest's cord snaps and Xarrul is expelled into the Ethereal Plane with its current Vacancy HP; the bargain fails and the normal fight resumes.

**The projected Guest:** AC 14, 26 HP, fly 30 ft. (hover), resistance to nonmagical damage, cannot move more than 15 feet from the body. It may speak, Read Thoughts and take the Help action, but **cannot damage Xarrul**: a hostile act from it forfeits its bodily claim and completes its projection into the wards. If reduced to 0 HP, its silver cord snaps; Xarrul takes the body immediately and no Host remains. This is the Executioner's cleanest shot and the Handler's Agent's last chance to defend the asset openly.

**Vacancy Xarrul:** AC 15, **39 HP**, fly 30 ft. (hover), its normal resistances and immunities, and it cannot move more than 15 feet from the body. It cannot use **Ethereal Jaunt, Slip Between, Multiattack or Waking Dream**. On its turn it may use one Claw, Voice Thief, Whisper of Ruin, or Visions of Spite against an already branded target. It cannot abandon the transfer. At 0 HP, it is destroyed on both planes at once.

Xarrul's spirit is visible to everyone but remains half out of phase. It can be damaged normally by an Ethereal creature, a Veil Dust or Oil of Etherealness user, force damage, or a creature using Veilhook Salt. Ringing the **iron bell** while the foundation sigils are active makes it fully tangible to all attacks until the Vacancy ends. *Protection from Evil and Good* cast on the empty body **after** the transfer begins gives attacks against Vacancy Xarrul advantage; cast beforehand, it prevents the transfer entirely. Reward any comparable anti-possession or anti-fiend preparation with the same effect.

This is deliberately the easiest Xarrul fight. The party has traded the fiend's mobility and full HP for a choice about what inherits it.

#### Xarrul Defends Itself With Truth

The fiend knows the Guest's best weapon is the party's incomplete understanding. It spends the transfer telling them the missing half:

> *„Orenna vybral on. Já vykonal vraždu.”*

> *„Nežádal vás, abyste ho zachránili. Požádal vás, abyste do něj přelili to, čím jsem.”*

> *„Zničte mě teď a dítě zůstane tam, kde je Vyre zanechala. Moc spojená s jejím vláknem vstoupí do tohoto čekajícího těla.”*

> *„Udeřte, jestli je to váš rozsudek. Ale rozumějte tomu, koho vyzbrojujete.”*

Every statement is true. The Guest does not deny them. It answers only:

> *„Přišli jste zabít Orennova vraha. Konečně stojí na místě.”*

#### Outcomes

**The party destroys Xarrul.** Xarrul's amber cord recoils into the vacant body, carrying the stolen vitality with it instead of releasing that energy down Nessa's distant tether. The Guest's silver cord snaps home an instant later. The transfer burns the trim-dose suppressant out of its blood. It wakes with its full stat block plus **Ethereal Jaunt, Shadow Cloak and Voice Thief**, fragments of Xarrul's memories, and no intention of being caged again. Nessa remains trapped and Dalla remains drained. The Guest thanks the party, takes the black key and claims the Inn as eleven years' payment. Mags refuses; proceed to **The Succession** below.

**The party waits or protects the bargain.** At the end of round 3, the Guest's cord knots into the foundations. Xarrul enters the changeling body, using its own stat block and gaining Shapechanger. The Guest becomes the **Host**: it perceives every room, speaks through walls and reflections, and controls the Inn's doors and active wards, but can never cross the threshold. Xarrul intends to keep its promises and leave. Mags attacks Orenn's murderer; proceed to **The Succession** below.

**The party destroys the projected Guest.** Xarrul takes the body immediately; the Guest is gone and the Executioner's contract is complete. Mags attacks. Xarrul owes the dead Guest nothing further.

**The party destroys the vacant body.** The Guest dies as its cord snaps. Xarrul is expelled, wounded but free, and the encounter returns to a conventional fight. If it survives, it abducts a replacement vessel.

#### The Succession — Mags Refuses

The Vacancy resolves Xarrul's body, not ownership of the Nether Inn.

If the **empowered Guest** returns, it takes the black key and demands the house as payment. It may wear Orenn's face behind the bar, not as a joke but as a claim: half his intelligence, half his work, and now his place. Mags will confess the imprisonment, offer coin, or permit the Guest to walk free. She will not surrender the Inn or enter Cell One. If the Guest presses the claim, she fights. The party must decide whether freeing a prisoner includes helping it become the keeper.

If **Xarrul takes the body**, Mags attacks before it can leave. The new spectral Host uses the Inn's locks and wards to protect Xarrul's paid passage: not out of affection, but because its first act as proprietor is to enforce a completed bargain.

**Host house actions.** On initiative count 20 (losing ties), the Host takes one action while the foundation sigils remain active:

- **The House Shuts.** One door, shutter or trapdoor slams and Arcane Locks. A creature in its threshold makes a DC 14 Dexterity save or is pushed to the Host's chosen side and knocked prone.
- **The Wards Bite.** One creature touching the floor or walls makes a DC 14 Dexterity save, taking 7 (2d6) force damage on a failure or half on a success.
- **A Voice Behind You.** The Host speaks in a trusted voice from the target's own shadow. One creature has disadvantage on its next attack before initiative count 20.

A creature adjacent to an active foundation sigil can suppress these actions for one round with an action and a successful DC 15 Arcana check, or by defacing the sigil. Suppressing the Host does not evict it; removing it permanently requires destroying or rewriting the house's ward lattice after the night.

> **Mags:** *„Zavraždil Orenna.”*
>
> **Hostinský, ze všech stěn:** *„A zaplatil mi.”*
>
> **Mags:** *„Uhni.”*
>
> **Hostinský:** *„Dluhy se ctí. To jste mě naučili.”*

Either version makes Mags—not the winner of the Vacancy—the initiator of the final violence. The easy fiend fight leaves the party with the harder question: who has the right to hold the keys?

---

## The Central Dilemma: The Choice

Once the notes surface, the finale is no longer simply whether to kill Xarrul. It is which compromised source the players trust with Nessa and the planar fault.

### The Case For
- If the energy returns safely, Nessa wakes and Dalla regains the vitality taken from her.
- Xarrul is permanently destroyed. The murderer is dead.
- Justice, in a form.

### The Case Against
- The method requires thinning the veil — a micro-Opening. It validates Mother Vyre's core theory.
- The recoil along Nessa's silver cord has never been tested. The characters cannot know beforehand that she will survive it.
- Haddon is watching and taking notes. He now has empirical data for Phase Two.
- Rennt and Haddon will actively resist the destruction of their bound asset.
- Even if the tear heals, the thin point is *weaker* afterward. Future attempts at the Opening are easier here.

### NPC Reactions During the Choice

| NPC | Reaction | Why |
|-----|----------|-----|
| **Dalla** (fractured) | „Xarrul ví, kde je. Nechte ho, ať ji přivede zpátky, aniž bychom museli roztrhnout ještě něco dalšího.” | She will not gamble Nessa's cord while a controlled rescue appears viable. |
| **Rennt** | Openly hostile. „Nezničíš celé dílo jen proto, že tě vyděsila jeho zbraň.” | The kill wastes the sacrifice and betrays Vyre's ordained plan. |
| **Essek** | Supports the kill despite the risk. „Když tomu uvěříme, jen přeneseme nebezpečí za tyhle zdi.” | Better an uncertain release now than a free fiend holding the only promise. |
| **Haddon** | Opposes it, then takes notes if overruled. | He wants the asset rebound; if it dies, he will salvage the data. |
| **Mags** | Conflicted. She wants Xarrul dead. But not like this. "That tear's been sealed under my feet for fifteen years and I slept fine. You want to rip it *wider* to kill one fiend?" | She respects the sacrifice but fears the consequence. |
| **Sevra** | Pragmatic. "Does it work? Then do it. Worry about theory later." | Results-oriented. |
| **Bren** (if lucid) | "The thin point has been growing for years. One more tear won't matter." (This might be true. Or it might be exactly what Skein wants him to say.) | Unknown — is this Bren's genuine assessment or Skein's manipulation? |

### There Is No Right Answer

If the players attempt the dual-plane kill, they gamble Nessa's tether, tear the veil, and arm the cult with proof—but destroy her exploiter. If they rebind the fiend, the cult gets its weapon and power source back. If they join Xarrul, Nessa is rescued without a tear and the Opening loses an enemy—but an honest murderer walks free, over Mags's objection. If they destroy Xarrul during the Vacancy, the fight is easier but the stolen vitality pours into an empowered Guest who means to take the Inn. If they destroy it conventionally, the stored vitality dissipates and Nessa remains trapped. If they never find the notes, they receive the rebinding and may think they won.

Every choice costs something. The depth of investigation determines which choices are even on the table. That's the point.

---

## After the Reckoning

### The Lockdown Ends

Dawn comes. Mags opens the doors. People leave. The night is over.

**What follows depends on what happened:**

**If Xarrul was destroyed (any method):**
- The Brand fades from Orenn's body. Mags closes his eyes.
- The thin point remains — weaker if the dual-plane kill was used, stable if not.
- The cult's cell is fractured or exposed.
- The guild's mole is found or still hidden.
- Mother Vyre's Phase Two continues elsewhere. The players know about it. That's something.
- If it died during the Vacancy, its power and Nessa's stolen vitality remain in the Guest, and ownership of the Inn may still be violently unresolved.

**If Xarrul escaped:**
- The fiend is loose in the city. It will find new entertainment.
- Mags hunts it alone. Her chances aren't good.
- The thin point continues to grow.

**If the players sided with Xarrul (The Open Door):**
- The fiend is real and walking the city, wearing a borrowed face — and it keeps its word. The cult's local cell is gutted; Mother Vyre has a new, patient enemy who knows all her secrets.
- Nessa is cured — cleanly, no veil torn.
- Mags is dead, defeated, or gone: walked into the dawn without a word, and she is not the kind to let it lie.
- If the Guest supplied the vessel, it is now the spectral Host bound to the Nether Inn—unless another player destroyed its projection during the Vacancy. If the party used another vessel, the Guest remains caged below or loose.
- The players *won*. That is the worst part.

**If the Guest took Xarrul's imprint (The Vacancy):**
- Xarrul is dead and Orenn is avenged, but Nessa remains trapped; the power that could have returned to her now armors the Guest.
- The Guest owns the keys, or is fighting Mags and anyone who denies its claim.
- If Mags survives without the Inn, she begins hunting the thing the party created. If she retains it, the Guest has gained every tool needed to return.
- The Nether Inn's promise of neutral ground is broken either way. Everyone present saw what its keepers kept below.

**If the faction war happened:**
- Bodies. Regret. A tavern full of the dead and dying.
- Mags survives (she's the most dangerous person in the room).
- She locks the door again. From the outside. She doesn't look back.

### Loose Threads (For a Potential Follow-Up)

- **Mother Vyre and Phase Two.** The Opening is still coming.
- **Nessa.** Awake, still suspended, or awaiting Xarrul's promised return.
- **Bren.** Free or still possessed. If free, he has knowledge that many people would kill for.
- **Essek.** Escaped the cult or still trapped. His brand might still burn.
- **Dace.** In guild custody, escaped, or dead.
- **The thin point.** Growing, stable, or weakened further. It will attract more entities.
- **Orenn's letter.** "If the veil tears, burn the cellar stores and seal the door." Mags hasn't done this yet. Maybe she should.
- **Xarrul, if it crossed.** A fiend at large that owes the party a debt — and, being honest, pays it. Their most unsettling asset, and someone's unfinished business. If Mags lived, she is already hunting it, and them.

---

## Read-Aloud: Dawn

> *Světlo. Pod dveřmi hospody se objeví tenký, bledý proužek — první ranní světlo, šedé a studené a krásné tím způsobem, jakým jsou krásné věci, o kterých jste nebyli jistí, že je ještě uvidíte.*
>
> *Mags stojí u dveří. Chvíli na ten proužek světla jen hledí. Pak sáhne na závoru. Kov skřípe. Dveře se otevřou a do místnosti vpadne vlhký ranní vzduch, který chutná po dešti a po městě, které se probouzí, aniž by vědělo, co se tu v noci stalo.*
>
> *Otočí se. Podívá se na vás. Neřekne děkuji — možná proto, že pro to, co se tu stalo, to slovo nestačí. Možná proto, že ještě neví, jestli je na místě.*
>
> *"Jděte," řekne tiše. "Je ráno."*
>
> *A vy vyjdete po těch třech kamenných schodech nahoru, do světla, do dne, do světa, který vypadá přesně stejně jako včera — a vy víte, že to tak není. Že pod povrchem, za tou tenkou vrstvou, kterou většina lidí nikdy neuvidí, se něco pohnulo. A už se to nezastaví.*

---

## Alternative Ending: The Bell

If players **rekindled the foundation sigils** AND rang the iron bell AND have Xarrul trapped in the cellar's binding circle:

The old sigils flare to life. The thin point *contracts*. Xarrul, caught between the binding circle and the woken sigils, is crushed between planes — not killed, but *sealed*. Trapped in the space between Material and Ethereal, conscious, unable to move, unable to escape. A fate some would call worse than death.

Nessa is not cured (the binding energy isn't released). But Xarrul is contained. The thin point stabilizes. The tavern is safe again.

Mags looks at the cellar floor where the fiend is imprisoned. "Orenn would have done it this way," she says. "Clean. Contained. No loose ends." She pauses. "I hate it. But it's right."

This ending costs the least and gains the least. It's the safest choice. It's also the one where a six-year-old girl remains suspended, and a fiend spends eternity screaming silently between worlds.

Safety is not the same as goodness. That's the last thing the players learn.
