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@@ -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.
---