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# The Guild of Knives — Assassin Subplot
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## The Surface Problem: The Merchant Quarter Kill
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A guild contract. A noble named **Lord Harath** was marked for death by a business rival. Standard job — clean kill, made to look like natural causes. Paid half upfront, 500 gp total.
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Before the guild could act, Harath turned up dead. But not cleanly — his body was found in his study with ritual burns on his chest, his heart removed, and symbols carved into the floorboards. The city watch called it "cult activity." The guild's client wants a refund. The guild says the contract was accepted, the fee stands.
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**What actually happened:** Dace sold the contract details to the Lambent Order. The cultists needed a specific type of kill — a death performed at a ley line intersection (Harath's study was on one) with the heart preserved as a binding component. Dace arranged access. The cultists performed the kill. Dace got paid twice.
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This is the surface of the guild's problem. The deeper rot is Dace himself.
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---
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## The Real Problem: The Traitor
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For six months, Dace has been selling kills to the Lambent Order. The arrangement:
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1. Dace identifies guild contracts where the target's death could serve a dual purpose — the client gets their kill, the cult gets ritual components.
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2. Dace passes target details, location, and schedule to Haddon through dead drops and meetings in the tavern's private room.
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3. The cultists perform the kill using ritual methods. The body yields what they need.
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4. Dace collects payment from both the guild (his cut) and the cult (a separate fee).
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5. The guild's reputation suffers because the kills are sloppy and ritualistic — the opposite of the guild's code.
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**Why Dace does it:** Money. That's it. He has no ideological alignment with the cult. He finds their beliefs ridiculous. He simply saw an opportunity for double income and took it.
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**Why it matters:** The guild's code is everything. Clean kills, no suffering, no collateral. Dace's arrangement produces the opposite — bodies carved open, hearts removed, ritual desecration. Every botched kill damages the guild's reputation, which is its only real asset.
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---
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## Entry Points for Players
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### Through Sevra (Direct)
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Sevra suspects a mole but needs proof. If players approach her with professionalism and competence:
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- **DC 14 Persuasion** to get her to discuss the guild's internal problems
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- She won't name Dace as a suspect unprompted — she suspects him but moving on a guild member without evidence violates the code and would fracture the group
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- She'll describe the pattern: "Three contracts in six months where the kill was done before we acted, or the body showed up... wrong. Missing parts. Ritual marks."
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- She'll ask players to investigate quietly — "If it is one of ours, I need proof. Not suspicion. Proof."
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### Through Kael (Emotional)
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Kael is the easiest assassin to talk to because he's honest and angry:
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- He'll volunteer his suspicion of Dace without being asked much
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- "That smooth bastard was the last one assigned to the Harath job. He said the cultists must have intercepted us. Convenient."
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- He can't prove anything. His evidence is gut feeling and coincidence.
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- He saw Bren go rigid during the brawl and stare at the bar — this is useful for the murder investigation
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### Through Tallow (Transactional)
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Tallow knows Dace has been meeting "a scholar type" in the private room:
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- Won't volunteer this — it's worth money
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- **Price:** 20+ gp, or information about the cult that Tallow can leverage
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- "Your friendly assassin, the charming one? He's been having private meetings. Regular. With someone who reads too many books."
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### Through the Private Room (Physical Evidence)
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The private room contains:
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- Ward-sigil diagram scratched into the table (DC 14 Investigation, DC 16 Arcana to understand)
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- A dropped cultist pin under the bench (DC 13 Perception)
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- Faint traces of ritual chalk on the floor (DC 15 Investigation) — from when Haddon demonstrated binding patterns to Dace
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### Through Dace Himself (Dangerous)
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Dace is actively helping the investigation — steering it toward the cultists. A perceptive player might notice:
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- **DC 16 Insight:** His helpfulness is performative. He volunteers theories but never evidence.
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- **DC 14 Perception:** When the cultists are mentioned, Dace watches Haddon — not with suspicion, but with the careful attention of someone checking if their business partner is holding up under pressure.
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- **DC 14 Investigation of his person** (requires proximity or a reason to search): A second cultist pin in his boot. Why would an assassin have a cult's symbol?
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---
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## Confrontation: Exposing Dace
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When players have enough evidence to accuse Dace:
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### Presenting Evidence to Sevra
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She needs at least **two pieces** of concrete evidence (the pin, Tallow's testimony, the private room meetings, or a confession). With two:
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> Sevra goes still. Not angry-still — *cold*-still. The temperature at the assassin table drops ten degrees.
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>
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> "Dace," she says. Just the name. Nothing else.
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>
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> And Dace's smile dies.
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### Dace's Response
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**Stage 1 — Denial** (Deception +8):
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"That's absurd. I've been loyal to the guild since I was seventeen. You're going to take the word of [whoever provided evidence] over mine?"
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**Stage 2 — Deflection** (if denial fails):
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"Even if I met with them — which I'm not saying I did — it was intelligence gathering. I was trying to find the mole. Working alone because I didn't want to tip anyone off."
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**Stage 3 — Violence** (if cornered):
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Dace grabs the nearest vulnerable NPC (Vetch, Bren, or a player who isn't watching him) as a hostage. He has a concealed dagger coated in Essence of Ether (DC 13 CON save or unconscious for 1 minute). He demands safe passage out of the tavern.
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**Resolution options:**
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- Let him go — Sevra won't allow it. The guild's justice requires an answer.
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- Talk him down — DC 18 Persuasion. Possible if players offer genuine protection from Sevra's justice (but can they really?).
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- Fight him — Dace is dangerous one-on-one but outmatched against multiple opponents. At half HP, he surrenders.
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- Cleverness — Players might use Whisper Chalk, Tallow's goods, or social manipulation to expose him without a direct confrontation.
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### Aftermath
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**If Dace is exposed and captured:**
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- Sevra restrains him. Guild justice will happen after the lockdown ends. It won't be quick.
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- The guild withdraws from active hostility toward the cultists — the immediate cause of the brawl is resolved.
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- Sevra is in the players' debt. She offers: one favor. "Within reason. Don't ask me to go clean."
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- Kael actually *thanks* the players. Awkwardly, sincerely. This might be the first time he's thanked anyone.
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**If Dace escapes:**
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- Sevra is furious — at Dace, at herself, at the players for letting him slip.
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- The guild remains hostile and unstable. The faction war threat is still live.
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- Dace becomes a loose thread for beyond the oneshot.
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---
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## Connecting to the Main Plot
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The assassin subplot feeds into the murder mystery through:
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1. **The brawl was engineered.** Xarrul whispered to Kael using Voice Thief to push him over the edge. The brawl gave Xarrul cover for the murder. Understanding this connection requires talking to Kael about *exactly* what triggered him ("I heard one of them laughing about it. Clear as day." — but no cultist was actually laughing. It was Xarrul).
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2. **Dace's meetings map the wards.** The diagram in the private room was made during a Dace/Haddon meeting. The cult was mapping the wards — which Xarrul was also breaking. The cult weakened the tavern's defenses on both sides simultaneously: Haddon from the inside (mapping), Xarrul from the Ethereal Plane (scratching).
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3. **The guild intercepted Xarrul.** The fiend was originally sent by the cult to kill Sevra. The guild's people caught it in transit, broke the binding, and thought the problem was solved. They didn't know what they unleashed. Sevra knows about this — she'll share it if the fiendish angle is confirmed and she trusts the players.
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233
storylines/house-of-scales.md
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233
storylines/house-of-scales.md
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# The House of Scales — Assassin Subplot
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This subplot has two floors. Sevra thinks she's hunting a traitor; she's right, but she's standing on top of something worse. Let the players climb down at their own pace — most tables will crack the traitor and feel finished, and only the ones who keep pulling will find the rot underneath. Both floors are optional; the traitor floor is a clean, satisfying subplot on its own, and the rot floor is the "evil within the guild" the night is built to reveal.
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- **Ground floor — [The Traitor](#the-traitor-floor):** Dace has been selling guild kills to the Lambent Order for money. Mundane, provable, resolvable. This is what Sevra can see.
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- **Basement — [The Rot](#the-rot-floor):** Thera "Even-Hand," the guild's most honoured blade, harvests the souls of her marks for something beneath the city. Invisible, because she breaks no rule of the codex. This is what Sevra is missing — and what braids the two floors together: **Dace's crude soul-trafficking is drawing exactly the attention Thera needs to keep buried, so she has come to end him.**
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---
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# THE TRAITOR FLOOR
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## The Surface Problem: The Merchant Quarter Kill
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A guild contract. A noble named **Lord Harath** was marked for death by a business rival. Standard job — clean kill, made to look like natural causes. Paid half upfront, 500 gp total.
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Before the guild could act, Harath turned up dead. But not cleanly — his body was found in his study with ritual burns on his chest, his heart removed, and symbols carved into the floorboards. The city watch called it "cult activity." The guild's client wants a refund. The guild says the contract was accepted, the fee stands.
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**What actually happened:** Dace sold the contract details to the Lambent Order. The cultists needed a specific type of kill — a death performed at a ley line intersection (Harath's study was on one) with the heart preserved as a binding component. Dace arranged access. The cultists performed the kill. Dace got paid twice.
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This is the surface of the guild's problem. The deeper rot is Dace himself — and, deeper still, the thing that has taken an interest in Dace.
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---
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## The Real Problem: The Traitor
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For six months, Dace has been selling kills to the Lambent Order. The arrangement:
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1. Dace identifies guild contracts where the target's death could serve a dual purpose — the client gets their kill, the cult gets ritual components.
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2. Dace passes target details, location, and schedule to Haddon through dead drops and meetings in the tavern's private room.
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3. The cultists perform the kill using ritual methods. The body yields what they need.
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4. Dace collects payment from both the guild (his cut) and the cult (a separate fee).
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5. The guild's reputation suffers because the kills are sloppy and ritualistic — the opposite of the codex.
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**Why Dace does it:** Money. That's it. He has no ideological alignment with the cult. He finds their beliefs ridiculous. He simply saw an opportunity for double income and took it.
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**Why it matters:** The guild's code is everything. Clean kills, no suffering, no collateral, every death sealed and closed. Dace's arrangement produces the opposite — bodies carved open, hearts removed, ritual desecration. Every botched kill damages the guild's reputation, which is its only real asset.
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---
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## Entry Points for Players
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### Through Sevra (Direct)
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Sevra suspects a mole but needs proof. If players approach her with professionalism and competence:
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- **DC 14 Persuasion** to get her to discuss the guild's internal problems
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- She won't name Dace as a suspect unprompted — she suspects him but moving on a guild member without evidence violates the code and would fracture the group
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- She'll describe the pattern: "Three contracts in six months where the kill was done before we acted, or the body showed up... wrong. Missing parts. Ritual marks."
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- She'll ask players to investigate quietly — "If it is one of ours, I need proof. Not suspicion. Proof."
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### Through Kael (Emotional)
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Kael is the easiest assassin to talk to because he's honest and angry:
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- He'll volunteer his suspicion of Dace without being asked much
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- "That smooth bastard was the last one assigned to the Harath job. He said the cultists must have intercepted us. Convenient."
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- He can't prove anything. His evidence is gut feeling and coincidence.
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- He saw Bren go rigid during the brawl and stare at the bar — useful for the murder investigation.
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- **Ask him about Thera and he opens the trapdoor to the basement floor without meaning to** (see below).
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### Through Tallow (Transactional)
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Tallow knows Dace has been meeting "a scholar type" in the private room:
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- Won't volunteer this — it's worth money
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- **Price:** 20+ gp, or information about the cult that Tallow can leverage
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- "Your friendly assassin, the charming one? He's been having private meetings. Regular. With someone who reads too many books."
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### Through the Private Room (Physical Evidence)
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The private room contains:
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- Ward-sigil diagram scratched into the table (DC 14 Investigation, DC 16 Arcana to understand)
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- A dropped cultist pin under the bench (DC 13 Perception)
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- Faint traces of ritual chalk on the floor (DC 15 Investigation) — from when Haddon demonstrated binding patterns to Dace
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### Through Dace Himself (Dangerous)
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Dace is actively helping the investigation — steering it toward the cultists. A perceptive player might notice:
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- **DC 16 Insight:** His helpfulness is performative. He volunteers theories but never evidence.
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- **DC 14 Perception:** When the cultists are mentioned, Dace watches Haddon — not with suspicion, but with the careful attention of someone checking if their business partner is holding up under pressure.
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- **DC 14 Investigation of his person** (requires proximity or a reason to search): A second cultist pin in his boot. Why would an assassin have a cult's symbol?
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---
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## Confrontation: Exposing Dace
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When players have enough evidence to accuse Dace:
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### Presenting Evidence to Sevra
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She needs at least **two pieces** of concrete evidence (the pin, Tallow's testimony, the private room meetings, or a confession). With two:
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> Sevra goes still. Not angry-still — *cold*-still. The temperature at the assassin table drops ten degrees.
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>
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> "Dace," she says. Just the name. Nothing else.
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>
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> And Dace's smile dies.
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### Dace's Response
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**Stage 1 — Denial** (Deception +8):
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"That's absurd. I've been loyal to the guild since I was seventeen. You're going to take the word of [whoever provided evidence] over mine?"
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**Stage 2 — Deflection** (if denial fails):
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"Even if I met with them — which I'm not saying I did — it was intelligence gathering. I was trying to find the mole. Working alone because I didn't want to tip anyone off."
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**Stage 3 — Violence** (if cornered):
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Dace grabs the nearest vulnerable NPC (Vetch, Bren, or a player who isn't watching him) as a hostage. He has a concealed dagger coated in Essence of Ether (DC 13 CON save or unconscious for 1 minute). He demands safe passage out of the tavern.
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**Resolution options:**
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- Let him go — Sevra won't allow it. The guild's justice requires an answer.
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- Talk him down — DC 18 Persuasion. Possible if players offer genuine protection from Sevra's justice (but can they really?).
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- Fight him — Dace is dangerous one-on-one but outmatched against multiple opponents. At half HP, he surrenders.
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- Cleverness — Players might use Whisper Chalk, Tallow's goods, or social manipulation to expose him without a direct confrontation.
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### Aftermath
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**If Dace is exposed and captured:**
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- Sevra restrains him. Guild justice will happen after the lockdown ends. It won't be quick.
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- The guild withdraws from active hostility toward the cultists — the immediate cause of the brawl is resolved.
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- Sevra is in the players' debt. She offers: one favour. "Within reason. Don't ask me to go clean."
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- Kael actually *thanks* the players. Awkwardly, sincerely. This might be the first time he's thanked anyone.
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- **DM — the quiet horror:** the players have just delivered Dace to exactly the fate Thera engineered. He is restrained, condemned, and marked. Nobody will ever ask *why* Even-Hand wanted him gone. If the players later learn what the mark is, this beat curdles retroactively — they helped tie off her loose end.
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**If Dace escapes:**
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- Sevra is furious — at Dace, at herself, at the players for letting him slip.
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- The guild remains hostile and unstable. The faction war threat is still live.
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- Dace becomes a loose thread. **DM:** a Dace who slips away quiet and useful is a Dace Thera may pull *inward* rather than kill — see [the fork](#daces-fork-recruit-or-silence).
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---
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# THE ROT FLOOR
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*The evil within the guild. Optional, and best kept subtle until the players earn it. The goal is a feeling delivered through physical things — a coin, a seam of grey light, a blade who is too perfect — not an exposition dump. Do not name the entity, the pact, or the wider conspiracy at the table.*
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## What's Really Wrong
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**Thera "Even-Hand" harvests souls.** She is the House's most decorated blade — forty-one seals, none disputed, every warning delivered, every kill clean and sealed and closed. And every one of her marks dies genuinely well while their soul goes *down* instead of on, folded cold into a coin, paid toward a debt beneath the city that she believes is real and righteous. She has never taken money for a kill in her life. In her own mind that makes her the only honest killer in a guild of mercenaries.
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She is invisible because **she breaks no rule of the codex.** The founders wrote laws against choosing your dead, against cruelty, against leaving debts open — but no clause against a clean, warned, sealed kill that quietly damns the soul, because they never imagined one of their own would want to. Dace is a criminal and easy to catch. Thera is a model member and nearly impossible to — which is the whole horror of her, delivered in one night.
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Full character detail, tells, the soulcoin, and her stat block are in **[the assassins roster](../npc/assassins.md#thera-even-hand--the-radical-the-rot)**.
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## Why She's Here Tonight
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Dace's dealings with the Lambent Order have dragged soul-death into public view — ritual kills, missing hearts, city-watch whispers about "cult activity." That's the one thing that gets people *looking* at what happens to souls in this city, and looking is the only thing Thera fears. She has come to resolve the Dace problem, and she has **already marked him** (see [The Mark on Dace](../npc/assassins.md#the-mark-on-dace-dm--the-braid-to-thera)). She is also privately disgusted by the cultists — amateurs desecrating something she considers sacred.
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## The Trail Down (how players find the basement)
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No single clue explains it; the horror is in assembling small wrong things until the shape appears. Seed these across the night for tables that keep digging:
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1. **Kael, asked about Thera** (the trapdoor). Honest to a fault, he repeats the unease he's never let himself examine: a mark of hers whose family paid for a raising, and *"the priest couldn't find him. Said there was nothing there to call back."* He doesn't know what it means. He hates that he said it.
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2. **The gestures.** A PC watching Thera greet or part from someone catches the doorframe-touch, the coin turned once, the murmured word (DC 16 Perception; DC 14 Insight to feel it was ritual). She did all three to Dace earlier, "comforting" him. Meaningless now; unforgettable in hindsight.
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3. **The read.** DC 16 Insight: her warmth is real and skin-deep, and underneath she is *appraising* people, gently, like livestock.
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4. **The brand.** Ask her about Orenn's body and she reads the soul-withdrawal fluently — *"That isn't a wound, it's a withdrawal… not our coin, though. Cruder."* She becomes a murder suspect (a dead end — Xarrul did it) and a much larger question (why does she know this on sight?).
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5. **The mark on Dace.** His shadow falls a half-breath late at the candles (DC 15 Perception); true sight / *Veil Dust* / Mags / DC 15 Medicine or Arcana up close shows the grey seam at his throat. He is condemned and doesn't know it.
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6. **The soulcoin** — the proof (below).
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## The Soulcoin (the gut-punch)
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The single object that makes the whole thing land. Thera carries at least one. Getting it off her is hard — DC 20 Sleight of Hand and she'll notice — but she may spend one in a fight (**Soulcoin Surge**), and one is on her body if she falls.
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A warm coin, faceless on both sides, that whispers when held to the ear in a quiet room — and, held longer, seems to be *listening* instead. It is a person, minted: not destroyed, folded cold and recoverable while it holds charge. Mags smells the necrotic residue and goes grey; a cleric feels the trapped soul; *Veil Dust* shows it glowing wrong; DC 15 Arcana reads a personal, fingerprint-like necrotic signature. Its warmth dates the kill — a warm coin matches a *recent* sealed contract on the guild's rolls, nailing Thera to a specific death. **Destroy it with charge left and the soul escapes** — to thank its liberator, to testify, or to lash out if it died screaming.
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Full description and mechanics: [the roster entry](../npc/assassins.md#the-soulcoin-the-gut-punch).
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## Saving a Marked Victim (the rescue mini-quest)
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If the players realise Dace (or any mark) is condemned, they can race the clock — a clock they'll never see run out, which is its own dread. A marked-but-living victim can be freed by:
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- **Consecration** — holy water, *Consecrate*, or a cleric/paladin's laying on of hands to break the grey seam.
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- ***Remove Curse* or *Greater Restoration***.
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- **Killing Thera** before the mark ripens.
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- **Genuine forgiveness of the grievance** that named them, offered and meant — hardest of all, and for Dace, nearly impossible.
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Saving Dace specifically is a bitter little arc: the party's traitor, condemned by something worse than the guild, and the players may have to decide whether he's worth saving at all.
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## Dace's Fork: Recruit or Silence
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Thera is still weighing what to do with Dace, and the players tip it without knowing they're doing it. The guild's rot has always recruited the already-compromised — a person deep in debt, to whom one more debt feels ordinary.
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- **Exposed loudly / handed to Sevra / killed:** liability confirmed. Thera lets the mark run. Dace dies clean in nine days and no one asks why.
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- **Slips away quiet, useful, and unburned:** Thera reconsiders. A blade willing to sell his own guild is exactly the kind of person her work is built on. She may let the mark lapse and reach for him instead. *(A perfect, invisible campaign seed: the tavern's traitor becomes the rot's newest hand.)*
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## Confrontation and Resolution
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There is no clean win here — that's the point. Options, in rough order of how hard the players pushed:
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- **Let it lie.** Most tables. They feel *something* is wrong with Even-Hand and can't prove it, and she walks out courteous and beloved. The rot continues. Deeply unsettling; entirely valid.
|
||||
- **Take it to Sevra.** Run [Sevra's arc](../npc/assassins.md#the-thing-she-cant-name-dm--her-arc): denial → one undeniable physical crack → terrifying thoroughness. Convince her and the loyalists turn — Sevra, and a broken Kael, side with the players. This is the emotional peak: the codex-faithful turning on the thing wearing the codex's face.
|
||||
- **Confront Thera directly.** She doesn't panic — she reframes as righteousness ("which of us is the mercenary?"), then withdraws or fights. If Sevra is convinced, the guild fights *with* the party; if Sevra is still in denial, the players face Thera alone, possibly against Kael, who won't believe it until too late. See her stat block for **Soulcoin Surge** — she is hard to kill for good, and even a "failed" kill leaves the players a cracked coin as proof.
|
||||
- **Free a soul.** Destroying a charged coin (in the cellar's thin point, or during the fight) releases a spirit — a witness, a thank-you, or a scream. The clearest possible statement of what she has been doing.
|
||||
|
||||
---
|
||||
|
||||
## The Rot Floor at the Table — Beat Sheet
|
||||
|
||||
*Read the sections above first; this is your at-the-table quick reference. The rule under all of it: reveal through physical things, never explain, never name the entity.*
|
||||
|
||||
**What's already true when the night starts:**
|
||||
- Thera has already marked Dace (the courtesy she paid him before the players arrived). Nine-day clock, invisible.
|
||||
- She carries at least one **warm** soulcoin (a recent kill).
|
||||
- She's decided Dace is a liability and is leaning toward letting the mark run — unless the players make her reconsider.
|
||||
|
||||
**Read the table first.** Most groups will crack the traitor floor and feel done — that's a complete subplot, let them have it. Only push the rot floor as far as the players pull. Gauge it by whether anyone gets curious about *Thera specifically.*
|
||||
|
||||
**The escalation ladder** — each rung fires only when the players earn it; don't hand out rung 3 to a table still on rung 1:
|
||||
|
||||
| Rung | Trigger | What you drop |
|
||||
|---|---|---|
|
||||
| **0 — Ambience** *(free, drop for everyone)* | Just being in the room | Thera's chapel-stillness; Kael checking on her like a dog on its master; a dog that won't settle near her; milk souring by her cup |
|
||||
| **1 — First pull** | A PC examines Orenn's body **or** asks about Thera | The **brand-read** (*"a withdrawal… not our coin"*) **or** **Kael's unease** (*"the priest couldn't find him"*) |
|
||||
| **2 — Second pull** | A PC watches her closely / presses the thread | The **gestures** (doorframe, coin-turn, whispered word — DC 16 Perception); the **appraising read** (DC 16 Insight); **Dace's late shadow** (DC 15 Perception) |
|
||||
| **3 — Proof** | A PC digs for something physical | The **grey seam** at Dace's throat (true sight / *Veil Dust* / Mags / DC 15 Medicine·Arcana), or the **soulcoin** (pickpocket DC 20, her Surge in a fight, or her body if she falls) |
|
||||
| **4 — The fork resolves** | How the players handle Dace | Expose/kill him → mark runs. Let him slip quiet → Thera reaches for him instead |
|
||||
|
||||
**How it ends** (pick by the players' last, hardest choice):
|
||||
- **Let it lie** *(default / most tables)* — they *feel* it, can't prove it, she walks out beloved. Unsettling and valid.
|
||||
- **To Sevra** — run her denial → crack → thoroughness arc. Turn her and the loyalists (and a broken Kael) move with the party. The emotional peak.
|
||||
- **Confront Thera** — she reframes as righteous, then flees or fights. **Soulcoin Surge** means a "kill" may still leave only a cracked coin. Deadlier if Sevra's still in denial.
|
||||
|
||||
**If the players never engage the rot at all:** Thera leaves courteous and untouched, Dace dies clean in nine days, and nothing on paper is ever wrong. That's not a failure state — it's the seed. Let it sit.
|
||||
|
||||
**Fastest way in:** if you dealt the **Blade** character-secret, a PC may be carrying a sealed contract on Thera herself — the most direct engine onto this floor. See [character-secrets.md](../handouts/character-secrets.md#7-the-blade).
|
||||
|
||||
---
|
||||
|
||||
## Connecting to the Main Plot
|
||||
|
||||
The assassin subplot feeds the murder mystery and the fiend arc:
|
||||
|
||||
1. **The brawl was engineered.** Xarrul whispered to Kael using Voice Thief to push him over the edge. The brawl gave Xarrul cover for the murder. Understanding this requires talking to Kael about *exactly* what triggered him ("I heard one of them laughing about it. Clear as day." — but no cultist was laughing. It was Xarrul).
|
||||
|
||||
2. **Dace's meetings map the wards.** The diagram in the private room was made during a Dace/Haddon meeting. The cult was mapping the wards — which Xarrul was also breaking. The tavern's defences were weakened from both sides at once: Haddon from inside (mapping), Xarrul from the Ethereal Plane (scratching).
|
||||
|
||||
3. **The guild intercepted Xarrul.** The fiend was originally sent by the cult to kill Sevra. The guild's people caught it in transit, broke the binding, and thought the problem solved. They didn't know what they'd unleashed. Sevra knows about this — she'll share it if the fiendish angle is confirmed and she trusts the players.
|
||||
|
||||
4. **Two hungers, one veil (DM texture, not a reveal).** Orenn died to a fiend crossing the veil; Thera feeds a debt beneath the city. They are unrelated predators — which is exactly why Thera can look at Orenn's brand and say *"not our coin."* The tavern is a thin place, and thin places draw more than one kind of appetite. Let attentive players feel that resonance; don't explain it.
|
||||
@@ -3,7 +3,7 @@
|
||||
## Timeline of Events
|
||||
|
||||
### Before the Session
|
||||
- **Weeks ago:** Xarrul, summoned and bound by the Lambent Order, is sent to kill Sevra. The Guild of Knives intercepts the fiend during transit, breaks the binding (not knowing how to rebind it), and the fiend goes free.
|
||||
- **Weeks ago:** Xarrul, summoned and bound by the Lambent Order, is sent to kill Sevra. The House of Scales intercepts the fiend during transit, breaks the binding (not knowing how to rebind it), and the fiend goes free.
|
||||
- **Weeks ago:** Xarrul, now unbound, anchors itself to the thin point beneath the Burnt Tongue. It begins weakening the ward-sigils from the Ethereal Plane, scratching at them night after night.
|
||||
- **Days ago:** Orenn notices the wards failing. He increases his checks, purchases holy water and ward supplies, and writes the contingency letter he puts in Mags's apron.
|
||||
- **Tonight, before the party arrives:** Tension between the factions is at a breaking point. Kael has evidence that the Merchant Quarter kill — a guild contract — was done by someone else with ritual marks. He's ready to confront the cultists.
|
||||
|
||||
@@ -16,12 +16,19 @@ Players arrive at the Reckoning through any combination of:
|
||||
- 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 Lambent Order 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*. With Orenn dead, no one is mending the ward-sigils, and the thin point widens as the night runs — the **ward-clock** ([xarrul.md — The Night's Clock](../npc/xarrul.md#the-nights-clock--presence--escalation)). 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 4 from drifting. Slowing it — 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
|
||||
@@ -32,6 +39,7 @@ Players know about Xarrul, have combat resources, and go to the cellar to fight
|
||||
|
||||
**Methods to force Xarrul into the Material Plane:**
|
||||
- **Fiendbane Manacles** (from Tallow, 200 gp): Restrain it on the Material Plane for 1 hour
|
||||
- **Fiendbane Salt** (from the [Deep Cellar](../location/deep-cellar.md#the-cleaners-arsenal) vault, 4 doses): a thrown pinch anchors it to its plane until the end of its next turn (DC 14 CHA save) — the exploration reward that lets a party pin Xarrul without spending gold at Tallow's
|
||||
- **The iron bell** (main hall fireplace): Partially restores wards, giving Xarrul disadvantage on Ethereal Jaunt
|
||||
- **Orenn's binding circle** (cellar floor): If lured inside, DC 17 CHA save or trapped
|
||||
- **Warding chalk circles** (from storage): Minor constraint, 10 minutes per use
|
||||
@@ -54,6 +62,7 @@ The "easy" resolution. Haddon proposes recapturing Xarrul using the binding circ
|
||||
|
||||
**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.
|
||||
|
||||
@@ -121,6 +130,28 @@ If players haven't uncovered the fiend, or if tensions boil over before the Reck
|
||||
|
||||
**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 cures Lístek but tears the veil and validates the cult. Xarrul offers the cure **without** the tear — it understands the binding better than Haddon ever will. The monster hands them the cleanest fix for the child.
|
||||
|
||||
**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. The knife: the Guest is **annihilated** in the process. A party that frees the Guest out of *mercy* may be handing Xarrul its skin — and the Guest, who reads thoughts, may know it, becoming either a desperate ally against Xarrul or a rival racing to the same door. *(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.** Run out the [ward-clock](#the-clock) (keep the players from mending the wards) 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.
|
||||
|
||||
**Mags, and the shape of the finale.** Mags says *"No"* — simple, final. Siding with Xarrul means going through the widow of the man it murdered, in front of her. 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. It ends not with a clean kill but with her going down and the fiend quietly thanking them. (For a bigger fight, add **Sevra** at her side.)
|
||||
|
||||
**Aftermath.** Xarrul keeps every promise (see [After the Reckoning](#after-the-reckoning)). No betrayal. Just the bill.
|
||||
|
||||
---
|
||||
|
||||
## The Central Dilemma: The Choice
|
||||
@@ -154,7 +185,7 @@ If players pursue the dual-plane kill, they face the moral question at the heart
|
||||
|
||||
### There Is No Right Answer
|
||||
|
||||
If the players save the child, they arm the cult with proof. If they rebind the fiend, the cult gets its weapon back and Phase Two moves forward. If they negotiate, a killer goes free. If they destroy it conventionally, the child stays cursed and Dalla has nothing. If they never dig deep enough to learn the truth, they never even see the real choice — they get the rebinding and think they won.
|
||||
If the players save the child, they arm the cult with proof. If they rebind the fiend, the cult gets its weapon back and Phase Two moves forward. If they negotiate, a killer goes free. If they destroy it conventionally, the child stays cursed and Dalla has nothing. If they *join* it, they behead the Opening and cure the child — and loose an honest monster on the world, over Mags's dead body. If they never dig deep enough to learn the truth, they never even see the real choice — they get the rebinding and think they won.
|
||||
|
||||
Every choice costs something. The depth of investigation determines which choices are even on the table. That's the point.
|
||||
|
||||
@@ -180,6 +211,13 @@ Dawn comes. Mags opens the doors. People leave. The night is over.
|
||||
- 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.
|
||||
- Lístek is cured — cleanly, no veil torn.
|
||||
- Mags is dead, or gone: walked into the dawn without a word, and she is not the kind to let it lie.
|
||||
- The Guest is annihilated (spent as the vessel) — or, if the party used another vessel, still caged below, or loose.
|
||||
- The players *won*. That is the worst part.
|
||||
|
||||
**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).
|
||||
@@ -194,6 +232,7 @@ Dawn comes. Mags opens the doors. People leave. The night is over.
|
||||
- **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.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user