fixing item placement
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@@ -23,6 +23,7 @@ The only entrance is the **concealed iron door** in the Upper Cellar (see [cella
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- **DC 15 Investigation** on the north wall behind the barrel racks — the "living rock" there is a cleverly fitted iron door faced with a shell of real stone. A cold draft and a faint drag-scuff on the earth floor give it away.
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- **DC 15 Perception** — the same cold draft, plus the smell (copper, tallow, something animal underneath).
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- **Orenn's keys** (on his body) include a heavy, plain black iron key that fits nothing upstairs. It fits here.
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- **Mags has its mate** on a cord beneath her apron. Either black key opens every keyed lock on this lower level; each lock still retains its listed force, picking, and ward behavior.
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- **Mags** will only reveal it under the most extreme trust (see [mags.md](../npc/mags.md)) — and even then reluctantly. Players who *find it themselves* rob her of the choice, which is very much the point of this track.
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The door itself is locked (**Arcane Lock**, DC 20 to force, DC 25 Thieves' Tools; Orenn's black key or *Knock* bypasses it). Behind it: rough steps cut into bedrock, descending.
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@@ -107,7 +108,7 @@ The spine of the level: a rough corridor running from the stair-foot down to the
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*"You told me we were poor," Mags said once, "so I'd stop worrying." Orenn just smiled. They were never poor. They were careful.*
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A low chamber sealed by a banded door under a permanent **Arcane Lock** (Orenn's black key, *Knock*, or *Dispel Magic* vs. DC 17; brute force is DC 25 Strength, and the door is designed to scream — a shriek-ward alerts **[Twinkle](#encounter--the-guardian)** (denned in the Workroom at the stair-foot, up the Cut) and anyone on the Cut). This is where twenty years of "expensive, reliable, discreet" went.
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A low chamber sealed by a banded door under a permanent **Arcane Lock** (either black key, *Knock*, or *Dispel Magic* vs. DC 17; brute force is DC 25 Strength, and the door is designed to scream — a shriek-ward alerts **[Twinkle](#encounter--the-guardian)** (denned in the Workroom at the stair-foot, up the Cut) and anyone on the Cut). This is where twenty years of "expensive, reliable, discreet" went.
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> **Read-Aloud: The Vault**
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>
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@@ -116,9 +117,9 @@ A low chamber sealed by a banded door under a permanent **Arcane Lock** (Orenn's
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> *Je to poklad člověka, který nikdy neutrácel — protože nikdy nevěřil, že válka opravdu skončila.*
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### Wealth
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- **1,400 gp** in mixed coin across three locked chests (DC 13 Thieves' Tools each, or the black key).
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- **1,400 gp** in mixed coin across three locked chests (DC 13 Thieves' Tools each, or either black key).
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- A velvet roll of **cut gemstones** worth **900 gp** total (six stones, 150 gp each — easy to split, easy to steal a couple unnoticed: a Personal-Goal hook, see [character-secrets](../handouts/character-secrets.md)).
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- A deed-box: **two more deeds** (a warehouse on Popelová Alley, a shuttered chandlery) and letters of credit with a moneylender — proof the "just a barkeep" story was always a story.
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- A deed-box: **two more deeds** (a warehouse on Popelová Alley, a shuttered chandlery), letters of credit with a moneylender, and Orenn's **duplicate coded debt-ledger**. The ledger repeats the live names and balances from the small journal under the bar; this is the second book sought by the Debtor and Collector dossiers. The documents prove the "just a barkeep" story was always a story.
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> **DM note — preserve the upstairs beat.** The modest lockbox in Orenn & Mags's bedroom (150 gp, the deed, the two silver rings, *"It's just a life"*) still stands. The contrast **is** the character work: the sentimental front upstairs, the buried fortune down here. Don't collapse one into the other. Mags never spent the vault. It was for a war she never stopped expecting.
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@@ -137,13 +138,14 @@ On a shelf, labeled in Mags's block letters — souvenirs kept the way soldiers
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- A **shattered summoning horn**, scorched. Label: *"the sewer thing, '01. never again."*
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- A **child's shoe**, clean, kept apart from everything else. **No label.** (Say nothing. Let it sit. Insight tells a player this is the one thing in the room that hurt them.)
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- A row of small glass jars, each holding a **pinch of grey ash** and a slip of paper with a name and a date. Fiends they burned. The most recent jar is **empty, waiting, labeled only with a question mark** — Orenn expected one more.
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- **If the Mourner dossier is in play:** one named ash jar, the child's shoe, or a case envelope beside them also holds the loved one's specific **memento** (ring, badge, ribbon, letter, or other small keepsake chosen to fit that PC). It replaces an anonymous trophy rather than adding unrelated treasure; the Guest can identify exactly how it came here.
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- **DC 14 Investigation:** one trophy — a guild-style garrote with a jade bead — matches the [House of Scales](../storylines/house-of-scales.md); another, a bronze pin, belongs to the **Order of Mending** (like the one in the private room). The couple's "problems we solved" included people from *both* factions currently sitting upstairs. If that ever comes out, the lockdown gets much more dangerous.
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---
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## The Cells
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Two cells cut side by side, iron-barred, fitted with the runed nails and a warded lock (DC 15 Thieves' Tools; the warding adds a jolt — 1d4 force to a failed pick). This is the ugliest truth of the level: Orenn and Mags didn't just kill things. Sometimes they *kept* them.
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Two cells cut side by side, iron-barred, fitted with the runed nails and a warded lock (either black key; otherwise DC 15 Thieves' Tools, with a 1d4 force jolt on a failed pick). This is the ugliest truth of the level: Orenn and Mags didn't just kill things. Sometimes they *kept* them.
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### Cell One — The Guest
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@@ -151,7 +153,7 @@ Two cells cut side by side, iron-barred, fitted with the runed nails and a warde
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Short version for the DM: the Guest is the beating heart of "they still have something going on." It's alive, lucid, a fluent liar, and it knows more about Orenn, Mags, *and the Order of Mending* than anyone the players have met — because Orenn used it to spy on the cult. It has also spent weeks speaking to Xarrul through the walls, helped the fiend choose Orenn, and proposed exchanging its body for Astral survival. Xarrul promised never to kill the Guest, making forced Hollowing of the changeling impossible, and accepted one further term: it may kill Orenn but nobody else until the exchange finishes. Xarrul answers that leash by provoking mortals to kill one another. If the Guest dies, the exchange becomes impossible, the restraint lifts, and its killer becomes Xarrul's first replacement target. The Guest intends to betray the bargain with the party's help, take Xarrul's power, lure Mags into Cell One and keep the Inn wearing her face. Freeing, killing or trusting it determines whether [the Vacancy](../storylines/the-reckoning.md#scenario-g-the-vacancy) or [Hollowing](../storylines/the-reckoning.md#scenario-h-the-hollowing) occurs. Read its file before running this room.
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**The lower alarm.** The cell's runed nails, concealed-door ward and Twinkle's anchor web form a crude warning system keyed to the black iron key. Forced movement of a living creature across Cell One's threshold, or Xarrul opening the cell from the Ethereal side, turns the key cold against Mags's body and makes Twinkle hammer the Workroom wall with its forelegs. The alarm gives direction, not identity. Haddon can recognize it as the start of a vessel-working; Mags will not explain the level or allow the cultists below.
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**The lower alarm.** The cell's runed nails, concealed-door ward and Twinkle's anchor web form a crude warning system keyed to the pair of black iron keys. Forced movement of a living creature across Cell One's threshold, or Xarrul opening the cell from the Ethereal side, turns **both keys cold**—Orenn's key on his body or whoever took it, and Mags's matching key beneath her apron—and makes Twinkle hammer the Workroom wall with its forelegs. The alarm gives direction, not identity. Haddon can recognize it as the start of a vessel-working; Mags will not explain the level or allow the cultists below.
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> **Read-Aloud: Cell One**
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>
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@@ -159,6 +161,8 @@ Short version for the DM: the Guest is the beating heart of "they still have som
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>
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> *"No konečně," řekne. "Začínal jsem mít strach, že na mě zapomněli."*
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**Furnishings and confiscated effects:** The cell contains a straw pallet, two blankets, a covered waste bucket, a clay water jug, a wooden bowl and spoon, and three dog-eared books with their spines removed. On a hook outside the bars is a small locked effects box (either black key; otherwise DC 15 Thieves' Tools). It holds the Guest's old signet, a lock of hair tied in five colors, two false identity papers, and a thumb-vial of preserved **face-oil** used in its former trade. Orenn and Mags kept these outside the cell as leverage, not comfort. If the Executioner dossier is in use, this vial is its stated shapeshifter's keepsake; otherwise it is unsettling evidence with no additional mechanical effect.
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**The conversation stain.** A character physically present in the Ethereal Plane, under Oil of Etherealness or comparable planar travel, sees hair-thin amber lines caught around the bars, running down the corridor toward the thin point. They do not resemble claw marks or an attempted breach; they gather at head height, where two people might stand to speak. **DC 15 Arcana or Insight:** the fiend has visited this cell repeatedly, and the prisoner was not merely being hunted. They communicated. The Guest answers a direct question truthfully—*„Nabídl mi cestu, za kterou žádná klec nedosáhne”*—while omitting the bargain's terms.
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### Cell Two — The Long Dead
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@@ -195,8 +199,8 @@ This is the other half of "still something going on." The couple never stopped b
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### Loot & Craft
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- **2 flasks of Alchemist's Fire**, **1 vial of Basic Poison** (×3 applications), **Antitoxin** (×2).
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- A sealed **summoner's binding coffer** containing silver wire, preserved lethe-marrow, ritual fat, grave salt, a blank true-name strip, a folded page describing the [rebinding ritual](../prints/xarrul-obrad-opetovne-vazby.md), and the silver-threaded [Litany of the Averted Step](../prints/litanie-odvraceneho-kroku.md). The Litany unfolds into two matched leaves whose ink moves around Xarrul's old binding scar. Together, these are one complete set of components for [rebinding Xarrul](../storylines/the-reckoning.md#scenario-b-the-rebinding). Orenn kept it as evidence and an emergency measure, not merchandise.
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- **2 doses of harvested feyspitter venom** in stoppered vials on the milking rack — and more can be drawn from Twinkle (DC 13 with a poisoner's kit; safely from the living spider only if it's calmed or restrained, freely from a dead one). A proficient character can brew a dose during the lockdown (1 hour, DC 13) into **either**: a single-use **Blink Draught** (as a reaction when you take damage, teleport up to 15 ft. to a space you can see), **or** an **injury poison** (DC 14 CON save or 2d8 poison damage and the target is shunted 15 ft. to a random open space — the spider's own lurching venom, bottled).
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- A partially-finished batch of **warding chalk (1 use)** and enough materia for a proficient character (Herbalism Kit / Alchemist's Supplies / Poisoner's Kit) to brew **one more dose of any of the above during the lockdown** (1 hour, DC 13 with the right tools). Rewards a crafter PC with something to *do*.
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- **2 doses of harvested feyspitter venom** in stoppered vials on the milking rack — and more can be drawn from Twinkle (DC 13 with a poisoner's kit; safely from the living spider only if it's calmed or restrained, freely from a dead one). A proficient character can brew a dose during the lockdown (1 hour, DC 13) into **either**: a single-use **Misty Escape potion** (as a reaction when you take damage, teleport up to 15 ft. to a space you can see), **or** an **poison** (DC 14 CON save or 2d8 poison damage and the target is shunted 15 ft. to a random open space — the spider's own lurching venom, bottled).
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- A partially-finished batch of **warding chalk (1 use)** and enough general materia for a proficient character (Herbalism Kit / Alchemist's Supplies / Poisoner's Kit) to finish **one additional item from the ordinary alchemical stock above**—Alchemist's Fire, Basic Poison, or Antitoxin—during the lockdown (1 hour, DC 13 with the right tools). Feyspitter venom can instead be converted using its own rule in the previous bullet; the ritual coffer and Ethereal supplies cannot be duplicated from this stock.
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- **Silvervein root** (the ward-herb, ×4 sprigs) — matters for weakening [Skein](../storylines/possession.md) and helping Bren. A direct bridge from the exploration track into the possession subplot.
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- **Trap:** the drawer of finished poisons is needle-trapped (DC 13 Investigation to spot, DC 12 Thieves' Tools to disarm; 1d6 poison + DC 12 CON or poisoned 1 hour). Orenn and Mags didn't want their own stock lifted.
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@@ -237,10 +241,12 @@ The deepest chamber, a sealed cul-de-sac at the very bottom of the Cut — reach
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>
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> *Za dveřmi je zima, která nemá co dělat s teplotou. Místnost je malá a kulatá a uprostřed podlahy je… trhlina. Ne ve skále. Ve vzduchu. Ve světě. Svislá jizva dlouhá jako člověk, po okrajích roztřepená, a skrze ni prosvítá šeď — plochá, nekonečná, špatná šeď éterické roviny. Kolem trhliny je do podlahy vyryt kruh znaků, stříbrem a solí, a ten kruh svítí slabě a unaveně, jako někdo, kdo drží dveře zavřené už příliš dlouho.*
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>
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> *Něco se na druhé straně pohne. A pak ještě něco. Trhlina je čím dál větší — a poprvé za patnáct let ji nikdo nehlídá.*
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> *Něco se na druhé straně pohne. A pak ještě něco. Trhlina je čím dál větší — a nikdo ji nehlídal celých patnáct let.*
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### What It Is
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This chamber is the tavern's **thin point**: the one place where the natural planar fault has torn into an actual **rift**. Thin point, tear, and rift are different descriptions of the same hand-thin breach. It **was contained decades ago** with a **silver-and-salt containment circle** (the summoners' work, or the specialist who closed their mess; distinct from the *binding* circle upstairs). Orenn and Mags inherited it sealed and left it alone, re-tracing the chalk by rote without ever understanding it. The circle is **failing now**—Xarrul spent weeks weakening it from the Ethereal side and charging the Stored Incursion used to kill Orenn. Once the lockdown begins, Xarrul has already crossed into the sealed Material interior; it does not need to tend progress here. The room matters because it contains the Guest, the countermeasures, the compact's evidence, and the single midnight site where Xarrul must surrender its Jaunt to become embodied. This is also the **source** of the ethereal bleed everyone's been feeling, and the reason the whole district around the house has felt *wrong.*
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This chamber is the tavern's **thin point**: the one place where the natural planar fault has torn into an actual **rift**. Thin point, tear, and rift are different descriptions of the same hand-thin breach. It **was contained decades ago** with a **silver-and-salt containment circle** (the summoners' work, or the specialist who closed their mess; distinct from the *binding* circle upstairs). Orenn and Mags inherited it sealed, barred the door, and treated it as a closed case; they never learned enough to renew the working. The circle is **failing now**—Xarrul spent weeks weakening it from the Ethereal side and charging the Stored Incursion used to kill Orenn. Once the lockdown begins, Xarrul has already crossed into the sealed Material interior; it does not need to tend progress here. The room itself contains the breach and the single midnight site where Xarrul must surrender its Jaunt to become embodied; the **lower level around it** contains the Guest, countermeasures, and compact evidence. This is also the **source** of the ethereal bleed everyone's been feeling, and the reason the whole district around the house has felt *wrong.*
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**What remains in the room:** A wall niche holds the original summoners' maintenance kit: a silver scraper, a stiff brush, a cracked salt crock, two cold tallow candles, and an empty spool for silver wire. Everything is furred with fifteen years of dust. The kit explains how the old circle was once serviced without implying that Orenn and Mags understood or maintained it; only the scraper (worth 5 gp as silver) has mundane value.
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- **DC 14 Arcana:** the containment circle is the same craft as the upstairs work but older, and it's being eroded from the ethereal side — the same claw-marks that are siphoning the sigils upstairs.
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- **DC 16 Arcana:** there is no second thin point upstairs. The ward-lines visible across both cellar levels all descend to this breach. The upper binding circle is a cage for a creature; this containment circle is the cork around the hole.
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