fixing item placement

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2026-07-17 13:47:50 +02:00
parent 9b51e0f38d
commit 53b6ed6cbb
12 changed files with 57 additions and 23 deletions

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@@ -53,6 +53,7 @@ What looks like raw bedrock behind the barrel racks is a **shell of stone facing
- **DC 15 Perception** catches the same draft plus the smell rising through it — copper, tallow, and something animal and sweet-rotten beneath.
- **The cobweb tell:** everything in this corner is draped in thick silk *except* the barrel racks, which are conspicuously clean — they get moved. A few fresh threads trail from the seam itself, where finger-sized spiderlings squeeze through the gaps (the same gaps that carry the draft and the smell). A PC who clocks the clean patch has **advantage** on the Investigation check to find the door.
- The door is under a permanent **Arcane Lock** (DC 20 to force, DC 25 Thieves' Tools). It opens for **Orenn's black iron key** (on his body — the plain heavy key that fits nothing upstairs) or *Knock*.
- Mags carries a **matching black iron key** beneath her apron. The two-key arrangement is deliberate: neither partner intended the survivor of a bad night to be locked out of their own lower rooms.
- **Mags** knows what's down there and expects no one to find it. She reveals the door only under the most extreme trust — see [mags.md](../npc/mags.md). Players who find it themselves take that choice out of her hands, which is exactly the point.
- **Twinkle**, the household [feyspitter spider](deep-cellar.md#encounter--the-guardian), dens just inside — in the Workroom at the foot of the descent — so sharp-eared PCs may hear dry clicking and the skitter of web beyond the door before they open it.