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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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