🎉
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@@ -1,7 +1,9 @@
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# Cellar
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# Cellar (Upper Level)
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Beneath the Burnt Tongue, accessed through the trapdoor in the storage room. The air changes immediately — colder, damper, and carrying a faint metallic tang that doesn't come from the pipes.
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> **DM note — this is the *upper* cellar.** Everything the endgame needs is here: the thin point, Orenn's binding circle, and the ward-sigils. The [Reckoning](../storylines/the-reckoning.md) still plays out in this room, unchanged. But behind the barrel racks is a **[concealed door](#the-concealed-door)** down to the [Deep Cellar](deep-cellar.md) — the vast, hidden warren where Orenn and Mags kept the real secrets (their fortune, their prisoners, their laboratory, and a widening rift). The Deep Cellar is the module's exploration track and is entirely optional. Casual visitors to the cellar see only this room.
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## Read-Aloud: Descending
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> *Žebřík skřípe pod vaší vahou. Vzduch je tu jiný — chladný a vlhký, s kovovou pachutí, jako by někdo olízl starou minci. Vaše nohy dopadnou na holou hlínu. Strop je nízký, sotva metr osmdesát, a stěny jsou nahý kámen — ne stavební, ale živá skála, do které byl sklep vytesán. Svíčky tu nejsou. Cokoliv chcete vidět, musíte si posvítit sami.*
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@@ -12,22 +14,23 @@ The cellar is a single irregular space carved into bedrock, roughly 10 meters by
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```
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┌──────────────────────────────────┐
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│ CELLAR │
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│ │
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│ [Barrel ┌──────────┐ │
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│ Racks] │Foundation│ │
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│ │ Stone │ │
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│ [Old │(ward- │ │
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│ Crates] │ sigils) │ │
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│ └──────────┘ │
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│ CELLAR (UPPER) │
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│ │
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│ ╔══════╗ ┌──────────┐ │
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│ ║Conceal║ │Foundation│ │
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│ ║ door →║ │ Stone │ │
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│ ║(Deep ║ │(ward- │ │
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│ ║ Cellar║ │ sigils) │ │
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│ ╚══════╝ └──────────┘ │
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│ [Barrel │
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│ Racks] │
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│ [Old [Thin Point] │
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│ Crates] │
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│ [Orenn's │
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│ Circle] [Thin Point] │
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│ │
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│ ┌────┐ │
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│ │Trap│ │
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│ │door│ (up to storage) │
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│ └────┘ │
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│ Circle] ┌────┐ │
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│ │Trap│ │
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│ │door│ (up to │
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│ └────┘ storage) │
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└──────────────────────────────────┘
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```
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@@ -40,6 +43,18 @@ Wine and spirits too good for the upstairs crowd. A few barrels are marked with
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- A stoppered clay jug of **Alchemist's Fire** (3 flasks worth)
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- A bundle of **iron nails inscribed with tiny runes** (10 nails). Hammering one into a surface creates a minor ward — any fiend crossing within 5 feet of it takes 1d4 radiant damage and the nail glows white-hot for 1 round, alerting anyone nearby. Single use per nail.
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### The Concealed Door (Behind the Barrel Racks, North Wall)
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What looks like raw bedrock behind the barrel racks is a **shell of stone facing an iron door**. This is the entrance to the [Deep Cellar](deep-cellar.md) — the hidden lower level, and the module's exploration track.
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- **DC 15 Investigation** (behind the racks) reveals the seam, the fitted stone, a drag-scuff on the earth floor, and a cold draft that shouldn't be there.
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- **DC 15 Perception** catches the same draft plus the smell rising through it — copper, tallow, and something animal and sweet-rotten beneath.
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- 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*.
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- **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.
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- If **Přástka**, the household [phase spider](deep-cellar.md#encounter--the-guardian), is roaming, sharp-eared PCs may hear dry clicking beyond the door before they open it.
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See **[deep-cellar.md](deep-cellar.md)** for the full lower level.
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### Old Crates (South-West)
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Genuinely old supplies: moth-eaten cloth, rusted tools, empty bottles. Nothing useful — but the crates themselves are positioned to obscure the circle on the floor behind them. Someone (Orenn) arranged them this way deliberately.
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281
location/deep-cellar.md
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281
location/deep-cellar.md
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@@ -0,0 +1,281 @@
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# The Deep Cellar — The Old Work
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*Everyone thinks the cellar is the bottom. It isn't. Orenn and Mags never fully retired — they just moved the work downstairs, past a door that isn't on any map, and told the world they poured drinks for a living.*
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---
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## Purpose (For the DM)
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This level is the **exploration spine** of the module — the track for players who came to *do* things, not talk. It rewards sneaking, searching, lockpicking, and picking fights carefully. Everything here is optional. A party can solve the murder without ever finding the concealed door. But a party that goes down here finds:
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- **Useful things** — a fiend-hunter's arsenal, alchemy, coin, and one or two items that make the Reckoning easier.
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- **Backstory, told by the room** — the truth about who Orenn and Mags really were, discovered through what they kept, caged, and buried, without a single NPC having to explain it.
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- **A fight, on the party's terms** — a guardian, an infestation, a haunting, and a caged thing that might not stay caged.
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**This does NOT relocate the endgame.** The Reckoning still happens in the **[Upper Cellar](../location/cellar.md)** — the thin point, Orenn's binding circle, and the ward-sigils are all up there and unchanged. The Deep Cellar is a *second, lower level* reached through a concealed door. Its own rift (the Old Work, below) is the same planar fault seen deeper and worse; it is a source of dread, backstory, and monsters — **not** the dual-plane-kill site. If in doubt, keep binding and killing Xarrul upstairs where the circle is.
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---
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## Getting In
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The only entrance is the **concealed iron door** in the Upper Cellar (see [cellar.md — The Concealed Door](../location/cellar.md#the-concealed-door)). Finding it is the first exploration beat:
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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** 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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> **Read-Aloud: The Descent**
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>
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> *Za falešnou stěnou nejsou sudy. Jsou schody. Vytesané přímo do skály, úzké, nerovné, kluzké vlhkem, které stoupá zdola jako dech. Vzduch je tu ještě chladnější než ve sklepě — a hustší, jako by měl vlastní váhu. Kovová pachuť sílí. A pod ní něco jiného: pižmo, zvířecí, a hluboko vzadu sladká hniloba.*
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>
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> *Deset schodů. Patnáct. Ztratíte počet. Světlo shora se scvrkne na bledou skvrnu a pak zmizí úplně. Ať chcete vidět cokoliv, musíte si posvítit — a to světlo tu vypadá menší, než by mělo, jako by ho tma kolem hltala.*
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>
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> *A pak, na hranici slyšitelnosti, něco zaškrábe. Daleko. Nebo blízko. Tady dole se to nepozná.*
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---
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## Layout
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The Deep Cellar is a warren carved over years, not a planned dungeon. Roughly 25m across at its widest, on a single sloping level that descends toward the Old Work.
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```
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┌───────────────────────┐
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│ THE OLD WORK │
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│ (the rift, deepest) │
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│ ▓▓ contained tear ▓▓ │
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└───────────┬───────────┘
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│ (warded arch)
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┌──────────────┐ ┌───────┴────────┐ ┌──────────────┐
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│ THE VAULT │ │ │ │ DEEP STORAGE │
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│ (arcane- ├──────┤ THE JUNCTION ├──────┤ (trophy hold,│
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│ locked) │ │ (hub cave) │ │ haunted) │
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└──────────────┘ └──┬──────────┬──┘ └──────────────┘
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│ │
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┌───────────┴──┐ ┌───┴───────────┐
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│ THE CELLS │ │ THE WORKROOM │
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│ [1] Guest │ │ (laboratory) │
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│ [2] Long Dead│ └───────────────┘
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└──────────────┘
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▲
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steps up to
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UPPER CELLAR
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```
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**Light:** None. Utterly dark. Bring your own — and note that the darkness here feels *thick* (flavor; no mechanical penalty beyond normal). Some rooms have sconces the players can light.
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**Sound:** Carries strangely (the fault line). A footstep three rooms away can sound close; a scream close by can sound far. Use this — Perception checks to locate a sound are at disadvantage down here.
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---
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## The Junction (Hub Cave)
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An irregular chamber where the passages meet. This was Orenn and Mags's working floor — a scarred wooden table, two chairs, a rack of tools (mundane: shovels, a mallet, coils of rope, iron stakes), and a **whitewashed wall covered in chalk**.
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**The Chalk Wall (DC 12 Investigation to read it properly):** Years of case-notes in Orenn's shorthand and Mags's blunt block letters. Most is smudged over. What survives, read together, is the backstory of the whole level, delivered by the room:
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- Columns of dates and single words: *"bound," "burned," "sold," "returned," "kept."*
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- A crude regional map with a dozen X's — jobs. Three are circled and struck through hard enough to tear the whitewash.
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- A newer hand (last few weeks), hurried: *"wards thinning again. Faster than '09. G. felt it too — won't say what it saw. Watch the Order. If it comes through, seal below and burn."* — This is Orenn's, and it matches the letter Mags carries and the hidden fifth rule upstairs. It confirms Orenn knew something was coming.
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- **DC 15 Investigation:** One struck-through X on the map is annotated *"Lambent — Vyre?"* — Orenn had been circling the cult for months. (Threads the exploration back into the murder mystery. See [Lambent Order](../storylines/lambent-order.md).)
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**Encounter — The Infestation (rats):** The Junction and passages are infested. This is the low-stakes "you are not alone down here" beat.
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- **1 Swarm of Rats** (CR 1/4) per passage the party lingers in noisily; up to 3 total. They boil out of cracks, drawn by warmth. They're a nuisance, not a threat — but they can force a retreat from a room, knock over a lantern (darkness!), or gnaw a dropped item.
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- **Flavor near the Old Work:** rats down there are *wrong* — some flicker, half-there, ethereal-touched. They pass through a closed door once and vanish. (Pure atmosphere; treat as normal rats mechanically, or reskin one swarm as taking only force/radiant/magical damage if you want the rift's influence to bite.)
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- **Stealth option:** A party moving quietly (group DC 12 Stealth) crosses the Junction without waking the swarms. Rewarding caution is the point.
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**The barred inner door (to the Old Work):** A heavy door reinforced with the same runed iron nails from upstairs, barred from *this* side. Cold radiates from it. See [The Old Work](#the-old-work).
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---
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## The Vault (Treasure Room)
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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 the [phase spider](#encounter--the-guardian) and anyone in the Junction). 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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> *Dveře se otevřou s dechem suchého, starého vzduchu. Uvnitř se vaše světlo odrazí od zlata. Ne hromady jako v dračích pohádkách — spíš pořádek. Truhly srovnané u zdi. Police. Zbraně na hácích, naolejované a čekající. A všechno pokryté tenkou vrstvou prachu, kterou léta nikdo nezvedl.*
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>
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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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- 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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> **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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### The Cleaner's Arsenal (the useful stuff)
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Rewards for going deep — none of it breaks the Reckoning, most of it *helps* it:
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- **Fiendbane Salt (4 doses).** A pinch thrown at a fiend within 10 ft. forces a DC 14 Charisma save; on a failure the fiend is anchored to its current plane (can't use Ethereal Jaunt / Slip Between) until the end of its next turn. *This is the exploration reward that makes pinning Xarrul possible without buying Tallow's manacles* — cheaper in gold, dearer in danger.
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- A **quiver of 10 silvered crossbow bolts** and a **matched silvered hand crossbow** (well-kept, +0 but silvered).
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- 2 vials of **Holy Water**, 1 more vial of **Silversheen**, and a jar of **warding chalk (2 uses)** — stacks with the storage-room supplies for a party that hunts both caches.
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- A **Potion of Heroism** and a **Potion of Greater Healing** (×2) — the couple's "before the bad jobs" stash.
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- A **Ring of the Ram** (3 charges) OR a **+1 dagger etched with a fiend-binding sigil** (DM's choice, tuned to the party's gaps) — one modest permanent item as the deep-exploration prize.
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### The Trophies (backstory)
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On a shelf, labeled in Mags's block letters — souvenirs kept the way soldiers keep them:
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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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- **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, is a **Lambent Order** eye-in-flame (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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### Cell One — The Guest
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**Occupied.** A changeling the couple has held for years and used as an off-book asset. Full write-up, stat block, leverage, and dialogue in **[npc/the-guest.md](../npc/the-guest.md)**.
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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 Lambent Order* than anyone the players have met — because Orenn used it to spy on the cult. Freeing it, using it, or leaving it is a genuine moral choice, and it can end in a fight ([doppelganger](../npc/the-guest.md), CR 3) or a very memorable escape. Read its file before running this room.
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> **Read-Aloud: Cell One**
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>
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> *V cele někdo je. Sedí na kavalci, zády ke zdi, ruce položené na kolenou, docela klidně — jako host, který čeká, až ho konečně někdo přijde obsloužit. Když se do cely opře vaše světlo, ten člověk se usměje. Je to příjemný úsměv. Vřelý. A vy si na zlomek vteřiny nejste jistí, jestli jste ten obličej už někde neviděli — jestli to není někdo, koho znáte.*
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>
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> *"No konečně," řekne. "Začínal jsem mít strach, že na mě zapomněli."*
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### Cell Two — The Long Dead
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**Empty of the living.** On the floor at the back, a **desiccated corpse** — humanoid-shaped, but wrong: the bones too long, the jaw unhinged, the skin drawn to grey parchment over a frame that doesn't sit right. It has been dead for years. The manacles are still locked around wrists that shrank out of them.
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- **DC 12 Medicine/Investigation:** it starved, or was left to. No violence killed it. Someone stopped bringing food.
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- **DC 15 Investigation:** the bone structure is a **shapeshifter's** — a changeling or doppelganger, caught mid-collapse when it died, unable to hold a face. *This is the Guest's predecessor.* (If players have met the Guest, this lands like a stone. If they see it first, meeting the Guest afterward is dread.)
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- **Around its neck**, a corroded token — a **guild bead** *or* a **Lambent eye-pin** (match to whichever faction subplot your table has leaned into). Whatever this thing once impersonated, it was placed among a faction the players are dealing with tonight. It knew things. Then it stopped being useful.
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- **The scratch-marks:** the inside of the cell door, low down, is covered in tally-scratches — years of them — and one phrase gouged over and over in a dozen borrowed handwritings: *"I was real."*
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This room explains, without a word, exactly what the Guest is afraid of, and exactly what kind of people ran this tavern.
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---
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## The Workroom (Laboratory)
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A long, low chamber that smells of vinegar, sulphur, crushed herbs, and cold ash. A stone bench runs the length of one wall: alembics, a small athanor (cold), racks of labeled vials, a mortar, a ledger, and dried plants hung from the ceiling in careful bundles. Mags's herb rack upstairs is the kitchen branch of *this*.
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> **Read-Aloud: The Workroom**
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>
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> *Dílna. Jinak se to nazvat nedá. Podél zdi kamenný stůl, na něm sklo — baňky, křivule, chladič — všechno pečlivě umyté a srovnané. Ze stropu visí svazky sušených bylin. Ve vzduchu se drží ostrý pach octa a síry a pod ním něco sladkého, co vám z nějakého důvodu naskočí husí kůži. Na stěně visí police plná lahviček, každá popsaná úhledným písmem. A uprostřed toho všeho leží otevřená kniha, do které někdo psal ještě nedávno.*
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### What They Made (and still make)
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This is the other half of "still something going on." The couple never stopped brewing:
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- **Fiend-hunting alchemicals** — the source of the holy water, silversheen, alchemist's fire, and warding chalk found throughout the tavern. They supplied *themselves*.
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- **Veil Dust research.** A locked drawer (DC 14) holds **3 doses of Veil Dust** plus a notebook studying it — *not* as a drug but as a *tool* for watching the thin point. **This connects to the [ethereal-trip](../storylines/ethereal-trip.md) subplot**: Orenn and Mags used Veil Dust to monitor the fault for years. It does **not** contradict Tallow's supplier being Mother Vyre — the couple brewed their own small batch for work; they were never in the trade. (If a player is hunting the source of Vetch's addiction, this is a red herring that *feels* hot and cools on inspection — DC 13 Investigation on the ledger shows they never sold a gram.)
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- **The Ledger (DC 12 to read):** entries for materia, ward maintenance, and — chillingly — line items for "the Guest": *"fed," "used — Order, 3 nights," "compliant," "trim dose"* (a suppressant they keep the Guest on; see [the-guest.md](../npc/the-guest.md)). If the players read this before meeting the Guest, they'll know it's been drugged into cooperation for years.
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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 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*.
|
||||
- **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.
|
||||
- **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.
|
||||
|
||||
---
|
||||
|
||||
## Deep Storage (The Trophy Hold)
|
||||
|
||||
The largest room down here, and the worst-kept — because things in it don't like being tidied. Shelves and crates of confiscated, dangerous, or simply *strange* items from twenty years of jobs: things too risky to sell, too valuable to destroy, so they were shelved and warded and left.
|
||||
|
||||
> **Read-Aloud: Deep Storage**
|
||||
>
|
||||
> *Velká místnost, plná regálů, a na regálech… věci. Maska, která sleduje, jak procházíte kolem. Zrcadlo zabalené v plátně, převázané provazem. Klec, ve které není nic — a přesto se hýbe. Loutka bez nití. Zbraně, které by neměly být tak staré a přitom bez jediného škrábance. Nic tu není v pořádku a všechno je pečlivě popsáno a odloženo, jako důkazy ve skladu, na který se má radši zapomenout.*
|
||||
>
|
||||
> *A vzduch je tu studenější. Ne fyzicky. Jinak.*
|
||||
|
||||
### The Haunting — Encounter
|
||||
The room is **haunted** by a **Poltergeist** (specter variant, CR 2) — the untethered remnant of a job the couple could contain but never fully cleanse (say so on the chalk wall in the Junction: a struck-through X labeled *"the Vresk house — never left"*). It's bound to the room by the wards, furious, and territorial.
|
||||
|
||||
- **It hides** among the trophies and strikes when the party disturbs the shelves or lingers >2 rounds. Invisible (DC understood: needs *See Invisibility* / Veil Dust / a lucky Perception vs its Stealth to pin down); it hurls objects (Telekinetic Thrust) and drops the lights.
|
||||
- **Non-combat outs:** it calms if the party *leaves the shelves alone* and simply passes through, or if someone re-lights the room's warding sconces (DC 13 Arcana to relight the ward-candles bolted to the walls — doing so pins the poltergeist and lets the party loot in peace). A cleric can turn or lay it to rest (backstory: it just wants the room quiet again).
|
||||
- **Scaling:** for 5 PCs, add **2 Shadows** (CR 1/2) that peel off the walls where the ward-light has failed — a bridge to the rift's influence.
|
||||
|
||||
### Loot (weird, useful, cursed-adjacent)
|
||||
Let players earn these by braving the haunting. Suggested shelf (pick to taste):
|
||||
- A **Cloak of Billowing** or **Hat of Disguise** (mundane-ish utility, great for the social/stealth players) — tag: *"Guest's spare — do not issue."* (Ties to the changeling operation.)
|
||||
- A **Bag of Holding** (smaller sibling to Tallow's) — practical for hauling the vault's coin.
|
||||
- **3 runed iron nails** (as upstairs — anti-fiend wards) and a **Driftglobe** (portable light for the dark warren; a small mercy).
|
||||
- A **sealed lead casket, warded, labeled *"DO NOT OPEN — '06"***. Inside (if a player insists): a **Vial of dark ichor** — a bound fiendish essence. Opening it is a bad idea (DM's discretion: a minor fiend or a curse) but it *can* be used as a component to bait/lure Xarrul. A high-risk, high-reward exploration payoff for a bold party. The wards on the casket (DC 15 Arcana) spell out plainly: *whatever is in here wants you to open it.*
|
||||
|
||||
---
|
||||
|
||||
## The Old Work (The Rift)
|
||||
|
||||
The deepest chamber, behind the barred and runed door off the Junction. This is why Orenn and Mags really live here — and the thing the hidden fifth rule means when it says *burn below and seal the door.*
|
||||
|
||||
> **Read-Aloud: The Old Work**
|
||||
>
|
||||
> *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.*
|
||||
>
|
||||
> *Něco se na druhé straně pohne. A pak ještě něco. Trhlina je čím dál větší — a poprvé za patnáct let ji nikdo nehlídá.*
|
||||
|
||||
### What It Is
|
||||
The planar fault beneath the tavern surfaces as the **thin point** upstairs; down here, at the lowest point, it has torn into an actual **rift** — a hand-thin tear the couple contained decades ago with a **silver-and-salt containment circle** (distinct from Orenn's *binding* circle upstairs). The circle is failing in step with the ward-sigils Xarrul has been cracking. This is the **source** of the ethereal bleed everyone's been feeling.
|
||||
|
||||
- **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 cracked the wards.
|
||||
- **DC 16 Arcana:** the rift and the upstairs thin point are one fault. Widening or "using" this rift would be catastrophically less controllable than the upstairs thin point. **This is not where you do the dual-plane kill.** (Explicit, so a clever party doesn't try to run the Reckoning down here and derail it.)
|
||||
|
||||
### The Conversion (Optional — a lone explorer)
|
||||
|
||||
If a *single* PC lingers here alone, this is where Xarrul can reach them — a ward-snare pins them, or an **Ethereal Pull** drags them partway into the grey, and the fiend simply *talks*. They rejoin the party changed: genuinely convinced Xarrul should go free, and carrying a shard of its nature. This is **not** a charm — it's a conversation that worked, and it's one of the best engines for [Scenario F](../storylines/the-reckoning.md#scenario-f-the-open-door-joining-xarrul) at a large table. Full scene, the player's note, the boon (the **Grey Step**), and the counterplay: [handouts/the-conversion.md](../handouts/the-conversion.md).
|
||||
|
||||
### Encounter — Creatures from the Rift
|
||||
This is where "Xarrul can have some creatures from there" pays off. Xarrul doesn't lair *in* the rift — it lairs in the ethereal cellar (upstairs overlay, per canon) — but it has learned to **loose the scavengers** that gather at the tear, herding them at intruders like dogs.
|
||||
|
||||
Deploy as a scaled encounter (tune to party size / how hurt they are):
|
||||
- **Baseline:** **3 Shadows** (CR 1/2) that pour out of the tear where the circle's light has thinned, plus **1 Ethereal Filcher** (CR 1) that darts in to *steal a valuable item* off a PC (DC 13 vs. Sleight-of-Hand-style grab) and flee back through the rift — a fantastic reason to chase, and a way to make loss of the vault's prize sting.
|
||||
- **Harder:** add a **Specter** (CR 1) or upgrade to a lone **ethereal-touched horror** of the DM's making. If Xarrul is *actively present* on the ethereal side (late game), it can spend a turn "opening the gate" as a lair-flavored action, adding 1 Shadow per round until the circle is restored.
|
||||
|
||||
### Encounter — The Guardian (the pet)
|
||||
Roaming the whole Deep Cellar — but denning near the rift, because it can hunt across the boundary — is **the couple's pet**, a bound **Phase Spider** the players may meet anywhere down here. Full tactical block below. It's the "fight a bit" the party will remember.
|
||||
|
||||
> **Read-Aloud: The Guardian**
|
||||
>
|
||||
> *Slyšíte to dřív, než to uvidíte — suché klepání, jako když někdo poklepává kostěnými prsty na kámen. Pak zmizí. A pak, z místa, kde před vteřinou nic nebylo, se to vynoří: pavouk velký jako lovecký pes, tělo lesklé a temné, a nohy, které se dotýkají země jen napůl — jako by si nebyl úplně jistý, na které straně světa vlastně je.*
|
||||
|
||||
**Phase Spider "Přástka"** — Large monstrosity, unaligned · **CR 3 (700 XP)**
|
||||
**AC** 13 · **HP** 32 (5d10+5) · **Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|-----|-----|-----|-----|-----|-----|
|
||||
| 15 (+2) | 15 (+2) | 12 (+1) | 7 (-2) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Skills** Stealth +6
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
**Ethereal Jaunt.** As a bonus action, the spider can shift from the Material Plane to the Ethereal Plane, or vice versa. (This is why it can guard a household on a thin point — no wall, and no plane, keeps it out.)
|
||||
**Spider Climb / Web Walker.** Climbs difficult surfaces, including upside down, and ignores webbing movement restrictions.
|
||||
|
||||
**Actions**
|
||||
**Bite.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution save, taking 18 (4d8) poison damage on a fail, half on a success. If the poison reduces the target to 0 HP, it's stable but poisoned and paralyzed for 1 hour.
|
||||
|
||||
**Running it well:**
|
||||
- **It's a guard dog, not a monster.** It was *raised* by Orenn and Mags. It will **not** attack a creature that (a) carries Orenn's scent — anyone who handled his keys/body/clothes — or (b) speaks the household command word Mags knows, or (c) simply doesn't threaten the Vault or the Cells. A quiet, respectful party can pass it entirely (great stealth payoff). Present this: it *tracks* them, clicks, phases, watches — and holds fire until provoked.
|
||||
- **Provoke it** (force the Vault, harm the Guest, attack it) and it fights like an ambush predator: bite, phase out (safe on the Ethereal Plane where non-ethereal weapons can't reach), reposition, phase back for another strike. Players need force damage, ethereal reach (Veil Dust!), or to catch it on the Material Plane to pin it.
|
||||
- **After Orenn's death** it's agitated and grieving in its animal way — more skittish, more likely to lash out from fear. A druid/beast-handler (DC 14 Animal Handling) can calm it; killing it upsets Mags deeply if she learns of it.
|
||||
- **Scaling:** for 5 PCs or a combat-hungry table, add **2 Giant Spiders** (CR 1, its brood) nesting in the passages. For a lighter table, run Přástka purely as an avoidable stealth obstacle.
|
||||
|
||||
---
|
||||
|
||||
## DM Cheat-Sheet — Running the Deep Cellar
|
||||
|
||||
**Pacing:** This is a 30–60 minute side-track, or the spine of the whole night for an exploration-hungry group. It runs parallel to the lockdown upstairs — while some PCs interrogate patrons, others can be down here. Cut between the two.
|
||||
|
||||
**The three payoffs, guaranteed:**
|
||||
1. **Loot** — the Vault + Workroom + Deep Storage give gear that makes the Reckoning easier (Fiendbane Salt, silvered weapons, alchemy, silvervein root for Bren).
|
||||
2. **Backstory** — the chalk wall, the trophies, the child's shoe, Cell Two, the Guest, and the ledger tell the whole truth about Orenn and Mags with almost no exposition.
|
||||
3. **A fight on their terms** — rats (trivial), the poltergeist (medium), the phase spider (avoidable or hard), rift creatures (scalable), and optionally the Guest (CR 3).
|
||||
|
||||
**Threads back into the main game — surface at least one:**
|
||||
- The chalk wall / Guest / trophies reveal Orenn was investigating the **Lambent Order** → feeds the murder mystery and the [Reckoning](../storylines/the-reckoning.md).
|
||||
- The Workroom's **silvervein root** and Veil Dust → the [Possession](../storylines/possession.md) and [ethereal-trip](../storylines/ethereal-trip.md) subplots.
|
||||
- The **Fiendbane Salt** and silvered gear → the means to pin Xarrul without paying Tallow.
|
||||
- The vault **trophies** implicating both factions → a lit fuse if it ever reaches the main hall.
|
||||
|
||||
**If the party burns it (the fifth rule):** Orenn's contingency — *"burn the cellar stores and seal the door"* — is a real option. Torching the Workroom and Deep Storage and collapsing the door denies the loot but also **cuts off the rift's bleed into the tavern** (the fire consumes the failing containment and the stores that feed the fault's attraction), giving a partial ward-restoration effect equivalent to repairing the sigils. It's a scorched-earth ending Mags respects. The Guest, if still caged, dies in the fire unless freed first — make the players sit with that.
|
||||
@@ -21,11 +21,11 @@ Large stone hearth, fire burning low. The mantle holds a single iron bell that h
|
||||
|
||||
### Assassin Table (North-West)
|
||||
|
||||
A long table pushed against the wall. **Sevra** sits at the head with her back to the corner — she can see both the entrance and the cultist table. **Dace** is to her right, nursing a drink and making easy conversation with anyone nearby. **Kael** is standing, leaning against the wall with his arms crossed, glaring at the cultist table.
|
||||
A long table pushed against the wall. **Sevra** sits at the head with her back to the corner — she can see both the entrance and the cultist table. **Dace** is to her right, nursing a drink and making easy conversation with anyone nearby — jumpier than usual, though he'd blame the room. **Kael** is standing, leaning against the wall with his arms crossed, glaring at the cultist table. **Thera "Even-Hand,"** the eldest blade present, sits a little apart with her hands folded, watching everything and saying almost nothing; Kael keeps glancing at her the way a dog checks on its master.
|
||||
|
||||
Three other unnamed guild members fill the rest of the table. They defer to Sevra completely.
|
||||
Two other unnamed blades fill the rest of the table. They defer to Sevra completely.
|
||||
|
||||
**After the murder:** Kael wants to search the cultists by force. Sevra is holding him back — barely. Dace is being "helpful" to whoever is investigating, subtly steering suspicion toward the cultists.
|
||||
**After the murder:** Kael wants to search the cultists by force. Sevra is holding him back — barely. Dace is being "helpful" to whoever is investigating, subtly steering suspicion toward the cultists. Thera does not join the noise; she drifts once to look at Orenn's body, reads it in a glance no one else can, and returns to her seat. See **[The House of Scales](../storylines/house-of-scales.md)**.
|
||||
|
||||
### Cultist Table (South-West)
|
||||
|
||||
|
||||
@@ -55,9 +55,16 @@ The noise level before the brawl is a low murmur punctuated by occasional harsh
|
||||
│ │ │
|
||||
└─────────────────────────────────────────────────┼────────────┘
|
||||
┌───────┴───────┐
|
||||
│ CELLAR │
|
||||
│ CELLAR (UPPER)│
|
||||
│ (trapdoor in │
|
||||
│ storage) │
|
||||
└───────┬───────┘
|
||||
concealed door
|
||||
┌───────┴───────┐
|
||||
│ DEEP CELLAR │
|
||||
│ (hidden warren:│
|
||||
│ vault, cells, │
|
||||
│ lab, the rift)│
|
||||
└───────────────┘
|
||||
```
|
||||
|
||||
@@ -74,3 +81,4 @@ The noise level before the brawl is a low murmur punctuated by occasional harsh
|
||||
- The tavern is built on a **natural thin point** between the Material and Ethereal planes. Orenn and Mags knew this. It's one reason they chose this location — they could monitor it. It also means Veil Dust is more potent here, and ethereal entities find it easier to manifest.
|
||||
- The wooden plaque with the house rules has a **hidden fifth rule** on the back, in Orenn's handwriting: *"If the veil tears, burn the cellar stores and seal the door. We'll handle the rest."* — Mags can reveal this if pressed, but it will shake her.
|
||||
- The building's stone foundation contains **old ward-sigils** carved by Orenn and Mags when they moved in. These wards kept fiends from crossing the threshold in the Ethereal Plane. Xarrul broke them during the brawl — a character examining the foundation stones (DC 15 Investigation or Arcana) can find the cracked sigils.
|
||||
- Behind the barrel racks in the cellar, a **[concealed door](cellar.md#the-concealed-door)** leads down to the **[Deep Cellar](deep-cellar.md)** — a hidden warren that is Orenn and Mags's real, ongoing workplace: a vault, a laboratory, two cells (one occupied), a trophy-hold, and a widening rift to the Ethereal Plane. "Retired" was always a story. This lower level is the module's optional exploration track — sneaking, looting, environmental backstory, and a fight or two — for players who'd rather *do* than talk. The fifth rule on the plaque (*"burn the cellar stores and seal the door"*) refers to it.
|
||||
|
||||
Reference in New Issue
Block a user