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storylines/ethereal-trip.md
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# The Ethereal Trip — Veil Dust Subplot
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## Overview
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**Veil Dust** is a narcotic that temporarily thins the user's perception of planar boundaries, allowing them to see — and partially interact with — the Ethereal Plane. It's trippy, disorienting, beautiful, terrifying, and addictive. In this oneshot, it serves as the bridge between subplots: the drug that reveals the murder's true nature, Skein's existence, and the thin point's danger.
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Vetch is the entry point. He wants a fix. Players can help him get one, and if they do, he offers to share. Taking the trip is optional but opens doors that nothing else does.
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---
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## Obtaining Veil Dust
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| Source | Method | Notes |
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|--------|--------|-------|
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| **Tallow** | Buy for 30 gp/dose (3 available) | Straightforward. He has 3 more in his lockbox if these sell out. |
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| **Tallow's lockbox** | DC 18 Sleight of Hand or Thieves' Tools while he's distracted | 3 extra doses + other valuables |
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| **Kitchen herb rack** | DC 14 Nature/Herbalism Kit | Identifies dried nightwhisper (a Veil Dust component), but not a usable dose — would need Tallow's alchemical skill to prepare |
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| **Vetch** | He has nothing. He's broke. That's the problem. | If given a dose, he'll share his second dose with a player who asks. He always takes two. |
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---
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## Taking Veil Dust — Mechanics
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### Onset
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Immediate. The dust is inhaled. Effects begin within 6 seconds (1 round).
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### Initial Save
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**DC 13 Constitution saving throw.**
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- **Failure:** Incapacitated for 1 round as the perception shift overwhelms the user. Vivid, uncontrolled visions — the DM describes what the Ethereal Plane looks like before the user can act.
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- **Success:** The transition is smooth. The user sees both planes overlaid on each other and can act normally.
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### Duration
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- **Standard:** 1 minute (10 rounds). Enough for observation, not exploration.
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- **At the thin point (cellar):** 10 minutes. The natural weakness in the boundary amplifies the effect.
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- **Double dose:** 10 minutes regardless of location, but requires a DC 15 CON save or suffer 1 level of exhaustion when it ends.
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### Effects While Active
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**Ethereal Sight.** The user can see into the Ethereal Plane as if under *See Invisibility*, but specifically for ethereal entities and objects. The Material Plane appears washed out and grey; the Ethereal Plane overlays it in faint, translucent detail.
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**Ethereal Interaction.** The user can touch, speak to, and be touched by ethereal entities. This is *not* full planar travel — the user is still physically on the Material Plane. But their sensory and tactile connection crosses the boundary. In mechanical terms:
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- Can target ethereal creatures with attacks and spells
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- Can be targeted by ethereal creatures
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- Cannot move through solid objects or fly (still physically present)
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**Perception Enhancement.** Advantage on Perception checks while the dust is active. The user notices things at the boundary: cracks in wards, planar residue, ethereal trails.
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**Hallucination Risk.** Each round while the dust is active, roll a DC 12 Wisdom save. On a failure, the user experiences a **hallucination** (see table below). Hallucinations are brief (1 round) and don't incapacitate, but they're disorienting and might influence the user's actions.
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### Comedown
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When the effect ends:
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- **WIS save DC 14:** On failure, the user feels the pull of addiction — a deep, aching desire to see the Ethereal Plane again. For the rest of the session, they have disadvantage on Wisdom saves against taking another dose if offered.
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- **Side effect:** Disadvantage on Wisdom saving throws for 1 hour after the trip ends (the boundary in the user's mind is still thin).
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- **Vetch's warning:** "The flat world comes back. It always does. And every time it's harder to live in."
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---
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## The Trip — What Players See
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### In the Main Hall
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The main hall overlaid with its ethereal echo. Everything is grey, translucent, *thin*. Living creatures glow faintly — warm colors for strong life force, dim for weak. The candle flames appear as pale blue phantoms. The stone walls are semi-transparent, and behind them: nothing. The grey void of the deep Ethereal, stretching into infinity.
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**Specific observations:**
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- **Bren** glows dimly — his life force is being drained. Beside him, **Skein** is clearly visible: a knotted spider-thing with tendrils in his skull. It reacts to being seen — it *notices* that it's being noticed and shrinks back, pulling its tendrils tighter.
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- **The bar (where Orenn died):** A dark, acrid stain on the ethereal side. The Brand of Spite left a residue — a scorch mark that exists on both planes. It smells of copper and old fire.
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- **The fireplace bell:** Glows faintly with old enchantment. The wards it's connected to are visible as thin lines of light running down through the floor — most of them flickering, cracked, barely holding.
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- **Tallow's booth:** Nothing unusual. Tallow is clean — just a man and his stuff.
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- **The cultist table:** Dalla glows dim (blood sacrifice has weakened her life force). Essek's wrist brand glows amber — it's ethereal in nature, visible on both planes. Haddon has a faint aura of arcane residue.
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### In the Cellar
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The cellar is transformed. The stone walls glow with the ghost-light of old wards — thin, silvery lines that once formed a complete barrier. Most of them are cracked, dark, bleeding shadow instead of light. The ward-sigils appear as *wounds* in the ethereal fabric.
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**The thin point** is visible as a **tear** — not metaphorical, a literal rip in the grey fabric of the Ethereal Plane. The Material Plane shows through it in muted color. Standing near it feels like standing at the edge of a cliff.
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**Xarrul's nest:** Shadows coiled in a corner of the ethereal cellar. Claw marks on the ethereal stone. The faint, acrid smell of the Brand of Spite. If Xarrul is present, it's visible: a gaunt, angular figure with charred-paper skin and burning amber eyes. It sees the users immediately. It *smiles*.
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**Orenn's binding circle:** Blazes with silver light in the Ethereal Plane. It's intact and potent — a beacon of old, careful craftsmanship. Anything bound within it on the Material Plane is also constrained on the Ethereal Plane. Xarrul avoids it.
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---
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## Hallucination Table
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Roll d8 each round on a failed WIS save:
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| d8 | Hallucination |
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|----|---------------|
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| 1 | **Echoes of the Dead.** You see a translucent figure that might be Orenn, standing behind the bar, polishing a glass. He looks at you, opens his mouth, and says nothing. He's gone when you blink. |
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| 2 | **The Walls Breathe.** The stone walls pulse slowly, like a sleeping creature's ribcage. You feel the building's age — centuries of secrets soaked into the stone. |
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| 3 | **Thread Everywhere.** For a moment, everyone in the room is connected by thin, knotted threads — like Skein's tendrils, but linking every person to every other. The threads vibrate with tension. Then they're gone. |
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| 4 | **The Floor is Glass.** The floor becomes transparent. Beneath it, the cellar — and beneath the cellar, the deep Ethereal, grey and infinite. You feel vertigo even though you're standing on solid ground. |
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| 5 | **Wrong Reflection.** If near any reflective surface (a glass, a puddle, a blade), your reflection doesn't match. It moves a beat behind you. It looks scared. |
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| 6 | **Orenn's Voice.** You hear Orenn's voice, calm and clear: "Check the cellar. The walls are down." When you turn, no one is there. (This may or may not be a hallucination. The DM decides.) |
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| 7 | **Something Watched.** The certainty that something very large, very old, and very patient just looked at you. Not Xarrul — something beyond even the fiend. A pressure on the back of your skull. Then it's gone. (This is flavor. It's the deep Ethereal. It's nothing. Probably.) |
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| 8 | **Beautiful.** For one round, the Ethereal Plane is breathtaking. The void isn't empty — it's full of light, faint and distant, like stars seen from underwater. You understand, for a moment, why Vetch can't stop coming back. |
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---
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## The Shared Trip — Dramatic Beats
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If players trip with Vetch, the following beats play out:
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### Beat 1: The Wonder
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Vetch guides them through the initial perception shift. He's calm, experienced, almost gentle. "Don't fight it. Let it settle. There — see? The world has another layer." This is the only time Vetch is the most competent person in the room.
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### Beat 2: The Discovery
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Players see Skein attached to Bren. If they didn't know about the possession, this is the reveal. If they did, they can now see the full extent of it — the tendrils, the way Skein pulses as it feeds, the way Bren's life force dims where the threads connect.
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### Beat 3: The Trail
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Near the bar, the ethereal residue of the Brand of Spite leads downward. A trail of dark, acrid energy, like smoke frozen in air. It leads to the cellar stairs. The murder left a scar on both planes.
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### Beat 4: The Threat
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If players follow the trail to the cellar, they see the thin point and (if Xarrul is there) the fiend. This is the moment the murder mystery becomes something else entirely. Xarrul is aware of them. It doesn't attack immediately — it watches, amused. Voice Thief activates: a whisper in someone's head. "You see me. How interesting. Do your friends know what you've found?"
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### Beat 5: The Comedown
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The dust wears off. The Ethereal Plane fades. The grey, translucent world collapses back into the flat, mundane tavern. It feels like going deaf after hearing music. Vetch shudders. "Every time," he mutters. "Every time it's worse."
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---
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## Read-Aloud: The Trip Begins
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> *Prášek chutná jako mrazivý vzduch a měď. Vdechnete ho a na okamžik — jeden krátký, tichý okamžik — se nic nestane.*
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>
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> *Pak se svět rozpůlí.*
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>
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> *Ne rozpadne. Rozpůlí — jako byste celý život dívali na obraz a teď vám někdo ukázal, že ten obraz je namalovaný na skle a za sklem je další místnost. Všechno, co vidíte, je pořád tady — stoly, židle, tváře — ale je to najednou průsvitné, vybledlé, jako vyrudlá fotografie přeložená přes realitu. A za tím — za tím šedým, průsvitným stínem světa, který znáte — je něco jiného. Éterická rovina.*
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>
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> *Je šedá. Rozlehlá. Nekonečná. A není prázdná.*
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## Read-Aloud: The Comedown
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> *Skončí to bez varování. Svět za sklem zmizí. Šedá hloubka, průsvitné stíny, éterický opar — všechno se stáhne jako odliv a zpátky zůstane jen hospoda. Jen kameny, dřevo, svíčky a tvrdá realita bez druhé vrstvy.*
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>
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> *Cítíte se, jako byste ohluchli po koncertě. Svět je plochý. Obyčejný. Nedostatečný.*
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>
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> *Vetch vedle vás tiše zasténá. "Víte," řekne potichu, "jednou jsem četl, že slepí lidé nevidí tmu. Nevidí nic. Nemají čím vidět. Přesně tak se teď cítím. Jako bych neměl čím vidět to, co jsem právě viděl."*
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>
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> *Odmlčí se. Podívá se na své ruce.*
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>
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> *"Půjčil byste mi na ještě jednu dávku?"*
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storylines/guild-of-knives.md
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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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# The Lambent Order — Cultist Subplot
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## The Grand Design: The Opening
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**Mother Vyre's vision:** The planes of existence were once unified — a single, complete reality where the Material, Ethereal, Shadowfell, and Feywild coexisted as one. An ancient catastrophe (or deliberate act) severed them, creating the fractured multiverse. The barriers between planes are not natural — they are scars. Mother Vyre wants to heal those scars by dissolving the barriers entirely.
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She calls this **The Opening**.
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**What she tells recruits:** The world is broken. Incomplete. The suffering, the injustice, the death that doesn't make sense — all symptoms of the separation. Heal the world and everything flows back to balance.
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**What it actually means:** Total dissolution of planar boundaries. The Ethereal bleeds into every street. The Shadowfell's despair soaks into every home. Fiends walk freely. The dead don't stay dead. The beautiful and the terrible coexist without filter. It's not an apocalypse — it's the removal of every wall between heaven, hell, and everything between.
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**The worst part:** She might not be wrong about the history. The planes *might* have been one, once. The separation *might* have been artificial. But "the world was once different" doesn't mean "the world should be that way again."
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---
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## Phase One: The Fiend Test
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Tonight's events are the result of Phase One — a proof of concept.
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**The plan:**
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1. Summon and bind a fiend (Xarrul) using components from Tallow, blood from Dalla, and a name from Mother Vyre's research.
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2. Send the bound fiend to assassinate Sevra — eliminate the guild's leadership and demonstrate that planar entities can be controlled as weapons.
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3. Retrieve the fiend afterward and study the binding's performance.
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4. Use the data to prepare Phase Two.
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**What went wrong:**
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1. The guild intercepted Xarrul during transit to Sevra.
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2. The assassins broke the binding, thinking it would dismiss the fiend.
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3. Xarrul, now unbound, decided to stay.
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4. It anchored to the thin point beneath the tavern and began its own game.
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**What the cultists know now:**
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- The binding failed. The fiend is loose.
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- They *cannot* admit this without revealing they summoned it — which reveals they're a cult, not scholars.
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- Haddon is pretending everything is under control. It is not.
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---
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## Phase Two: The Real Opening (Background)
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Phase Two is beyond the scope of this session, but its existence adds weight:
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- Mother Vyre plans to summon something **far more powerful** than Xarrul at a major thin point — a nexus where multiple planar boundaries converge.
|
||||
- The summoning requires components that Phase One was meant to test: binding techniques, blood sacrifice potency, and control duration.
|
||||
- The Burnt Tongue was chosen as a test site because of its natural thin point — the tavern sits on one of the locations Mother Vyre has mapped.
|
||||
- Haddon's journal contains references to Phase Two. Essek has seen Mother Vyre's private correspondence about it.
|
||||
- Even if players resolve everything tonight, Phase Two is still in motion somewhere. The Opening hasn't stopped — it's just lost one test site.
|
||||
|
||||
---
|
||||
|
||||
## The Members: What Each Knows and Believes
|
||||
|
||||
### Haddon — Knows the Most, Believes His Own Lies
|
||||
|
||||
| Topic | What He Knows | What He Tells Himself |
|
||||
|-------|--------------|----------------------|
|
||||
| The Opening | It's a real plan with a timeline | "We're exploring a theoretical framework" |
|
||||
| The summoning | He organized it, chose the target | "A controlled experiment in planar mechanics" |
|
||||
| Dalla's sacrifice | He watched her bleed monthly | "A voluntary contribution to research" |
|
||||
| The fiend's escape | The binding failed completely | "A temporary setback. We'll recapture it." |
|
||||
| Phase Two | He's planning logistics | "Future research directions" |
|
||||
| Mother Vyre | Regular contact via dreams and dead drops | "A visionary colleague" |
|
||||
|
||||
### Dalla — Knows Her Part, Doesn't Care About the Rest
|
||||
|
||||
| Topic | What She Knows | What She Feels |
|
||||
|-------|---------------|---------------|
|
||||
| The Opening | Vague — "the planes will merge and the broken will be healed" | Doesn't care as long as Lístek is fixed |
|
||||
| Her sacrifice | 8 months of blood draws, her vitality draining | Rage that it was wasted |
|
||||
| The summoning | She knows a fiend was bound. She provided the blood. | Guilt, buried deep |
|
||||
| Her daughter | Lístek is frozen at age 3, caught between planes | Desperation beyond measure |
|
||||
| Haddon | He promised the summoning would help | She's starting to hate him |
|
||||
| Mother Vyre | The woman who promised to save her child | The only person she hasn't lost faith in — yet |
|
||||
|
||||
### Rennt — Knows the Ideology, Not the Details
|
||||
|
||||
| Topic | What He Knows | What He Believes |
|
||||
|-------|--------------|-----------------|
|
||||
| The Opening | "The planes will merge and everything will be equal" | It's revolution — cosmic, beautiful, necessary |
|
||||
| The summoning | He set up the circle, handled components | "We summoned a tool for the cause" |
|
||||
| The binding failure | "The assassins broke it" | "Their fault. Their blood." |
|
||||
| Mother Vyre | The visionary who gave him purpose | She can do no wrong |
|
||||
| Dalla's sacrifice | Vague — "she gave something for the cause" | Doesn't want to know more |
|
||||
| Phase Two | Doesn't know details | "Whatever she needs, I'll do it" |
|
||||
|
||||
### Essek — Knows the Most Dangerous Truths
|
||||
|
||||
| Topic | What He Knows | What He Feels |
|
||||
|-------|---------------|---------------|
|
||||
| The Opening | It's real, it's planned, it will dissolve ALL boundaries | Terror |
|
||||
| Mother Vyre's notes | He's read her private correspondence — the merged world isn't paradise, it's annihilation of all barriers including the ones that keep fiends from walking the streets | "I've read what she actually wrote. It's not what they told us." |
|
||||
| The summoning | Full details — who, how, what went wrong | Guilt by association |
|
||||
| Dalla's sacrifice | Knows about the blood rituals and Lístek | Pity, horror |
|
||||
| Phase Two | Knows it exists and is bigger | This is what keeps him up at night |
|
||||
| His brand | Burns when he considers betrayal. He doesn't know if it can detect thoughts or just intent. | Trapped |
|
||||
|
||||
---
|
||||
|
||||
## Entry Points for Players
|
||||
|
||||
### Through Haddon (Intellectual)
|
||||
Haddon loves to talk. His ego is the crack in his armor.
|
||||
|
||||
- Engage him in scholarly discussion about planar theory → he'll lecture at length, slipping real information into "theoretical" frameworks
|
||||
- Challenge his expertise → he'll overcompensate, revealing more than he should
|
||||
- Show him the brand on Orenn → he'll diagnose it accurately (fiendish) while deflecting blame
|
||||
- **Trap:** If players present contradicting evidence calmly and academically, Haddon will try to explain it away. Each explanation requires a Deception check (his +5 vs. player Insight). After three failed deceptions, his composure cracks.
|
||||
|
||||
### Through Dalla (Emotional — But She's Loyal)
|
||||
Dalla is approachable but she's not a crack in the cult's armor — not yet. She's a believer. Kindness gets her talking about Lístek, but she frames everything within the Order's worldview.
|
||||
|
||||
- Show genuine concern → she talks about Lístek freely, but as proof of why the Order's work matters: "My daughter is caught between planes. The Opening will make her whole."
|
||||
- Ask about the Order's activities → she's open about the mission (as she understands it): healing the world, restoring the planes to unity
|
||||
- Question the Order → she pushes back: "You don't know what it's like. To watch your child stare through you at something you can't see. Mother Vyre is the only one who offered help."
|
||||
- Suggest the summoning was wrong → "We did what we had to. And we'll fix it. Haddon says the binding can be restored."
|
||||
- **She becomes a different NPC only after learning the truth about The Opening** — see Dalla's Breakdown below
|
||||
|
||||
### Through Rennt (Provocative)
|
||||
Rennt is proud and passionate. He'll argue the cause with anyone.
|
||||
|
||||
- Debate the ethics of The Opening → he's eloquent about inequality, the broken world, the promise of change
|
||||
- Insult Mother Vyre → immediate hostility. He'll escalate.
|
||||
- Ask about the practical work → he'll brag about his role in the summoning without realizing he's confessing
|
||||
- **Useful:** Rennt is the most likely to accidentally reveal that the cult summoned a fiend, because he doesn't think there's anything wrong with it.
|
||||
|
||||
### Through Essek (Quiet)
|
||||
Essek is the hardest to reach but the most valuable source. See [Cultists NPC file](../npc/cultists.md) for methods to get him alone.
|
||||
|
||||
- He won't talk with other cultists nearby
|
||||
- His brand glows when he considers betrayal — observant players (DC 14 Perception) might notice
|
||||
- If gotten alone: "I joined because I thought we were studying something beautiful. I stayed because I can't leave."
|
||||
- He's the only one who will tell players about Phase Two unprompted
|
||||
|
||||
---
|
||||
|
||||
## Internal Dynamics During the Session
|
||||
|
||||
### Before the Murder
|
||||
- Haddon maintains the facade. Scholarly discussion, academic posture.
|
||||
- Dalla is distracted, pale, barely engaging.
|
||||
- Rennt is wound tight, eager for confrontation with the assassins.
|
||||
- Essek watches everything and says nothing.
|
||||
|
||||
### After the Murder
|
||||
- **Haddon** immediately constructs an alibi. Too fast. Too smooth.
|
||||
- **Dalla** barely reacts to the murder. She's thinking about her child.
|
||||
- **Rennt** is defensive, volatile. He blames the assassins reflexively.
|
||||
- **Essek** looks at the brand on Orenn's chest and his face goes grey. He *knows* what did this. He won't say. But a DC 14 Insight check catches his recognition.
|
||||
|
||||
### If the Fiend's Involvement Becomes Known
|
||||
- **Haddon** pivots: "If there is a fiend loose, that's clearly the assassins' doing — they're known to deal with dark forces." (A lie, but a plausible one.)
|
||||
- **Dalla** is worried but holds the line: "If something escaped a binding, we need to fix it. Haddon, can we rebind it?" She's already thinking about solutions within the cult's framework.
|
||||
- **Rennt** maintains denial: "The binding was perfect. If the assassins hadn't interfered—"
|
||||
- **Essek** looks at the players with desperate, silent appeal.
|
||||
|
||||
### If the Cult's Summoning Is Exposed
|
||||
- **Haddon** attempts damage control: "It was a contained experiment that was sabotaged by the guild."
|
||||
- **Dalla** is shaken but loyal: "We were trying to protect ourselves. The assassins have been threatening us for months." She's defensive, not broken — the summoning was justified in her mind because the cause is just.
|
||||
- **Rennt** doubles down: "We did what was necessary. The Opening requires sacrifice."
|
||||
- **Essek** (if already talking to players): "There's more. Phase Two. Something bigger."
|
||||
- **Sevra** (assassin leader): Cold fury. "You sent a *fiend* to kill me? And you sit at my table with wine and books?"
|
||||
- **Mags:** "You brought this into my house. Into *his* house." — This is when Mags stops being a neutral investigator and becomes a very dangerous woman with a very specific target list.
|
||||
|
||||
### Dalla's Breakdown (Requires Learning the True Nature of The Opening)
|
||||
This is **not** triggered by the summoning being exposed, or the fiend being discovered, or even Dalla being confronted about her sacrifice. Dalla can absorb all of that and stay loyal — she believes in the cause.
|
||||
|
||||
**The trigger:** Dalla learns that The Opening doesn't mean healing. It means fiends in the streets, the dead walking, every planar horror bleeding into the world her daughter lives in. The "wholeness" Mother Vyre promised would make Lístek's condition universal — not cured but *normalized in a world of nightmares*.
|
||||
|
||||
**Sources that can break her:**
|
||||
- Essek's testimony about Mother Vyre's private writings (the most likely path)
|
||||
- Haddon's journal, deciphered and explained (requires DC 18 INT to decode + someone to walk Dalla through it)
|
||||
- A player who has taken Veil Dust and can describe what the Ethereal Plane actually looks like — not beautiful wholeness, but hungry entities, parasites like Skein, and a fiend that murders for amusement
|
||||
- Witnessing the momentary veil-tear from the dual-plane kill and understanding viscerally what that looks like at scale
|
||||
|
||||
**When it hits:**
|
||||
> "She told me... she told me it would fix her. That the world would be whole and Lístek would be whole with it." Dalla's voice is flat, empty. "But this... this is what 'whole' means? *This* is what I bled for?"
|
||||
>
|
||||
> She looks at her scarred forearms. Then at Haddon.
|
||||
>
|
||||
> "You knew. You knew and you let me believe."
|
||||
|
||||
After the breakdown, Dalla turns against the Order completely. She provides full details of the summoning, the cult's operations, and becomes the players' strongest ally in pursuing the dual-plane kill. The cure for Lístek only exists for players who earned this moment.
|
||||
|
||||
---
|
||||
|
||||
## Resolution Paths
|
||||
|
||||
### The Rebinding (Cultist Solution)
|
||||
If players never uncover the truth about The Opening — or if they side with the cult — Haddon proposes rebinding Xarrul. Dalla supports this enthusiastically.
|
||||
|
||||
- Requires new binding components from Tallow (he'll sell them, ~50 gp total)
|
||||
- Requires Dalla's blood (she rolls up her sleeves without hesitation)
|
||||
- Requires the binding circle in the cellar (DC 16 Arcana to adapt Orenn's circle)
|
||||
- Haddon leads the ritual, Rennt assists, takes 10 minutes
|
||||
|
||||
**If it succeeds:** Xarrul is bound again. The cult has their weapon back. Dalla's connection stabilizes — Lístek stops getting worse but doesn't improve. The child stays frozen. The cult continues toward Phase Two. Dalla tells herself this is progress. Players leave having "solved" the murder by rebinding the weapon, but they've handed the cult exactly what it wanted.
|
||||
|
||||
**If it fails** (Xarrul breaks free mid-ritual, DC 17 CHA save): Combat. The cellar. Xarrul is furious at being bound twice. This is the worst-case scenario — a fight with no preparation and the cultists caught in the crossfire.
|
||||
|
||||
**This resolution is available even to players who don't dig deep.** It's the easy answer. It solves the immediate problem. It feels like a win. It isn't.
|
||||
|
||||
### The Cult Fractures (Requires Truth)
|
||||
Only happens if players uncover the real nature of The Opening and share it:
|
||||
- Dalla breaks (see Dalla's Breakdown above) — this is the key domino
|
||||
- Essek follows if he feels protected — he's been waiting for someone to give him permission to speak
|
||||
- Haddon tries to hold the group, but losing Dalla and Essek guts his authority
|
||||
- Rennt is the last holdout — he doesn't care what The Opening actually means, he believes regardless. May need to be restrained.
|
||||
- **Result:** The Lambent Order's local cell collapses. Mother Vyre's network survives, but she's lost her people in this area.
|
||||
|
||||
### The Cult Is Exposed to the Assassins
|
||||
If the assassins learn the cult summoned a fiend to kill Sevra:
|
||||
- Sevra wants blood. Kael definitely wants blood.
|
||||
- Players must mediate or a lethal fight breaks out in the tavern.
|
||||
- **DC 17 Persuasion** (advantage if players can prove the fiend is the real threat) to convince Sevra that killing the cultists now is less important than dealing with the fiend.
|
||||
- Mags backs the players on this — she wants the fiend dead first. "Kill each other after. Kill the thing that killed him first."
|
||||
- **Note:** Dalla is on the cultist side of this confrontation unless she's already broken. A loyal Dalla defends the Order. A broken Dalla steps aside — or actively helps the players mediate.
|
||||
|
||||
### Dalla's Choice (Requires Breakdown)
|
||||
The dual-plane kill as a cure for Lístek is **only available** if Dalla has broken from the Order. A loyal Dalla would never consider destroying the fiend over rebinding it — rebinding serves the cause, destruction doesn't.
|
||||
|
||||
After the breakdown:
|
||||
- She'll do anything to help. She becomes the players' strongest NPC ally.
|
||||
- She turns on Haddon without hesitation.
|
||||
- She provides full details of the summoning, the binding, everything.
|
||||
- She also provides the most emotionally compelling argument *for* going through with the risky ritual — "My daughter has been frozen for four years. Four *years*. If there's a chance, I don't care what it costs."
|
||||
- Counterpoint: Essek warns that the ritual validates The Opening's theory. "You save one child and hand Mother Vyre proof that her plan works."
|
||||
|
||||
**This is the reward for deep investigation.** Players who only scratch the surface get the rebinding — functional but hollow. Players who dig deep enough to shatter Dalla's faith earn the real choice: the dual-plane kill, the cure, the moral dilemma. The central tension of the module is gated behind doing the work to find it.
|
||||
154
storylines/murder-mystery.md
Normal file
154
storylines/murder-mystery.md
Normal file
@@ -0,0 +1,154 @@
|
||||
# The Murder Mystery
|
||||
|
||||
## 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, 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.
|
||||
|
||||
### During the Session
|
||||
|
||||
**Act 1 — The Tavern (before brawl)**
|
||||
- Players arrive, meet Orenn, explore the room
|
||||
- Faction tension is palpable but contained
|
||||
- Bren mutters in his corner, Vetch fidgets near the stairs, Tallow watches from his booth
|
||||
|
||||
**Act 2 — The Brawl**
|
||||
- **Trigger:** Kael confronts Haddon about the Merchant Quarter kill. Haddon deflects. Kael calls him a liar. Rennt stands up. A cultist pushes Kael. Sevra tries to intervene. Someone throws a punch. Chaos.
|
||||
- **The brawl lasts 3-5 rounds.** No one uses lethal force — the rules hold. It's fists, bottles, furniture.
|
||||
- **During the brawl:** Xarrul uses the noise and distraction to jaunt partially into the Material Plane behind the bar. It brands Orenn with the Brand of Spite. Orenn dies instantly. Xarrul retreats to the Ethereal Plane. Total exposure: less than 6 seconds.
|
||||
- **Only witness:** Bren. He saw a shape reach through the air behind the bar. Skein forces him to stay silent.
|
||||
|
||||
**Act 3 — Discovery**
|
||||
- The brawl ends. Someone looks behind the bar. Orenn is dead.
|
||||
- Mags emerges, sees the body, and locks the tavern down.
|
||||
- Both factions immediately blame each other.
|
||||
|
||||
---
|
||||
|
||||
## The Crime Scene
|
||||
|
||||
### Orenn's Body
|
||||
- **Position:** On his back behind the bar. He fell backward.
|
||||
- **Expression:** Surprise. Not fear, not pain.
|
||||
- **The Brand:** A black mark on his chest, hand-shaped, visible through his shirt. The shirt is not burned — the damage is beneath the skin.
|
||||
- **No other injuries.** He was not struck, stabbed, or poisoned.
|
||||
- **Time of death:** During the brawl. Within the last 10 minutes.
|
||||
|
||||
### Examination DCs
|
||||
|
||||
| Check | DC | Result |
|
||||
|-------|-----|--------|
|
||||
| Medicine 10 | Easy | He's dead. Cause: massive internal damage to the heart and surrounding tissue. No external wound. |
|
||||
| Medicine 14 | Medium | The damage radiates *outward* from the heart, as if something ignited inside him. Not natural, not any poison known to the examiner. |
|
||||
| Arcana 12 | Easy | The brand radiates faint necrotic energy. This is magical damage. |
|
||||
| Arcana 15 | Medium | Fiendish signature. The necrotic energy pattern is consistent with fiend-origin abilities, not mortal spellcasting. No one at the cultist table could have done this. |
|
||||
| Arcana 18 | Hard | The brand contains a fragment of a true name — like a fingerprint. With additional research (Orenn's bestiary, Haddon's texts), this can identify the specific type of fiend. |
|
||||
| Investigation 13 | Medium | No signs of struggle. Nothing knocked over behind the bar. Whatever killed him, he didn't see it coming. |
|
||||
| Investigation 16 | Hard | Faint scratches on the floor behind the bar — not footprints, but *claw marks*. They appear and disappear, as if something was only partially present. (These are from Xarrul's partial manifestation.) |
|
||||
| Detect Magic | — | The brand registers as necrotic/fiendish. A faint trail of the same energy leads downward — toward the cellar. It fades after 30 minutes. |
|
||||
| See Invisibility | — | If cast immediately: a faint, smoky distortion near the cellar stairs, already retreating. Xarrul is leaving the scene. |
|
||||
|
||||
---
|
||||
|
||||
## Clues — The Ambiguous Trail
|
||||
|
||||
The clues are designed to point at both factions while the truth (the fiend) hides behind both.
|
||||
|
||||
### Clues Pointing at the Cultists
|
||||
| Clue | Location | DC | What It Suggests |
|
||||
|------|----------|----|-----------------|
|
||||
| Fiendish damage signature | Orenn's body | Arcana 15 | The cultists deal with fiends and dark magic |
|
||||
| Binding circle page | Kicked under table, post-brawl | Arcana 14 | A cultist book about binding fiends — were they summoning something? |
|
||||
| Planar diagram on cultist table | Cultist table | Investigation 12 | They're mapping planar weaknesses — including the tavern |
|
||||
| Lethe-marrow sale | Tallow (for a price) | — | Tallow sold them binding components recently |
|
||||
| Cultist pin in private room | Under bench, private room | Perception 13 | Cultists have been using the tavern for secret meetings |
|
||||
|
||||
### Clues Pointing at the Assassins
|
||||
| Clue | Location | DC | What It Suggests |
|
||||
|------|----------|----|-----------------|
|
||||
| The brawl timing | Witnessed | — | The brawl (started by Kael) provided perfect cover for the murder |
|
||||
| Assassin code violation | Conversation with Kael | — | If the guild is willing to brawl in neutral ground, are they willing to kill? |
|
||||
| Dace's helpfulness | Social observation | Insight 16 | Dace is too eager to help — steering investigation toward cultists |
|
||||
| Contract dispute motive | Both factions | — | The guild has a financial motive — Orenn's neutral ground protects the cultists too |
|
||||
| Mole evidence | Kael, Tallow | — | Someone in the guild is selling kills — how deep does the corruption go? |
|
||||
|
||||
### Clues Pointing at the Truth (The Fiend)
|
||||
| Clue | Location | DC | What It Reveals |
|
||||
|------|----------|----|----------------|
|
||||
| Claw marks behind bar | Bar floor | Investigation 16 | Something partially manifested here |
|
||||
| Bren's testimony | Bren (agitated state) | Persuasion/patience | "A hand that wasn't a hand, reaching through the thin place" |
|
||||
| Cracked ward-sigils | Cellar foundation | Arcana 13–15 | Something has been breaking the wards from the Ethereal Plane |
|
||||
| Vetch's observations | Vetch (if given dust or befriended) | — | Something dark and hungry in the Ethereal Plane |
|
||||
| Ethereal trail (timed) | Behind bar → cellar | Detect Magic within 30 min | The killer went *down* — toward the thin point |
|
||||
| Partial manifestation scratches | Private room table | Investigation 14 + Arcana 16 | Someone mapped the wards to *break* them |
|
||||
| Orenn's preparations | Storage compartment, bedroom | Investigation 15+ | Orenn was preparing for something fiendish |
|
||||
| Orenn's letter | Mags's apron | — | "If something happens to me in the bar, it came from between." |
|
||||
|
||||
---
|
||||
|
||||
## Investigation Flow
|
||||
|
||||
### Early Phase (First 30 minutes)
|
||||
Players will likely:
|
||||
- Examine the body → learn it's magical/fiendish damage
|
||||
- Question both factions → get conflicting accusations
|
||||
- Talk to eyewitnesses → nobody saw anything (they were brawling)
|
||||
|
||||
**Expected result:** Confusion. Both sides have motive. The evidence is contradictory.
|
||||
|
||||
### Mid Phase (30–60 minutes)
|
||||
As players dig deeper:
|
||||
- Bren becomes agitated if questioned about the murder → partial truths emerge
|
||||
- Tallow offers information for a price → connects the dots between factions
|
||||
- The cellar and back rooms reveal Orenn's preparations → fiendish angle opens up
|
||||
- Vetch mentions the Ethereal Plane → alternative explanation emerges
|
||||
|
||||
**Expected result:** The fiend theory starts competing with the faction theories. Players have a choice of which thread to pull.
|
||||
|
||||
### Late Phase (60+ minutes)
|
||||
If players pursue the fiend angle:
|
||||
- Ward-sigils in the cellar confirm long-term ethereal interference
|
||||
- Veil Dust trip reveals Xarrul (and Skein, and the thin point)
|
||||
- Orenn's letter and bestiary confirm he knew something was coming
|
||||
- Essek (if gotten alone) reveals the summoning
|
||||
|
||||
**Expected result:** Players understand what happened. Now they have to decide what to do about it.
|
||||
|
||||
---
|
||||
|
||||
## Red Herrings (Deliberate)
|
||||
|
||||
These are Xarrul's work — the fiend actively planted or encouraged these:
|
||||
|
||||
1. **Xarrul whispered to Kael** (using Voice Thief, mimicking a cultist's voice) that the cultists were laughing about taking guild contracts. This is what pushed Kael over the edge into starting the brawl. The brawl was engineered.
|
||||
|
||||
2. **A cultist component pouch** was left near the bar (Xarrul moved it from the table during the chaos). It contains ritual chalk and dried blood. DC 17 Investigation to realize the pouch was placed deliberately — the blood is old and doesn't match the murder.
|
||||
|
||||
3. **An assassin's dagger** under a barstool near Orenn's body. It fell during the brawl — genuinely accidental, not planted by Xarrul — but its proximity to the body is suspicious.
|
||||
|
||||
---
|
||||
|
||||
## Resolution Paths
|
||||
|
||||
The murder can resolve in several ways. None of them are clean.
|
||||
|
||||
### Path A: The Fiend Is Found and Destroyed
|
||||
Players identify Xarrul, confront it, and destroy it (see [The Reckoning](the-reckoning.md)). The Brand of Spite fades from Orenn's body. The truth is known. But:
|
||||
- The cultists summoned the fiend → they're complicit
|
||||
- The assassins freed the fiend → they're complicit
|
||||
- Everyone is guilty. No one is the murderer.
|
||||
|
||||
### Path B: The Fiend Is Found but Escapes
|
||||
Players discover the truth but Xarrul retreats into the Ethereal Plane and leaves the area. The truth is known but justice is impossible. Mags now has a target — she'll hunt it alone.
|
||||
|
||||
### Path C: The Factions Are Blamed
|
||||
Players don't find the fiend. One or both factions are blamed for the murder. This leads to violence — the assassins and cultists fight for real. Mags tries to stop it but she's one woman. Several people die. The fiend watches from the Ethereal Plane, satisfied.
|
||||
|
||||
### Path D: Stalemate
|
||||
No one is conclusively blamed. The lockdown ends at dawn. Everyone leaves with suspicion and unresolved tension. The thin point keeps growing. Mother Vyre's Phase Two continues. Nothing is resolved — but the players *know* things, and knowledge has consequences.
|
||||
|
||||
### Path E: Negotiated Peace
|
||||
Players reveal enough truth to make both factions realize they've been played by a third party (the fiend). Temporary alliance. Joint confrontation. This is the hardest to achieve and the most satisfying — it requires players to have engaged with both faction subplots deeply enough to broker trust between groups that hate each other.
|
||||
153
storylines/possession.md
Normal file
153
storylines/possession.md
Normal file
@@ -0,0 +1,153 @@
|
||||
# The Possession — Bren's Subplot
|
||||
|
||||
## Overview
|
||||
|
||||
Bren Aldara was an arcanist. Seven years ago, he studied a thin point between planes — this one, beneath the Burnt Tongue — and something latched on. **Skein**, a parasitic entity from the Ethereal Plane, attached itself to Bren's mind and has been feeding on him ever since. What the tavern patrons see as a madman talking to himself is a prisoner begging his captor for mercy.
|
||||
|
||||
This subplot is about recognizing that what looks like madness is actually captivity, and choosing whether to do anything about it.
|
||||
|
||||
---
|
||||
|
||||
## Skein — The Parasite
|
||||
|
||||
### Nature
|
||||
Skein is not a fiend, not undead, not aberrant in the traditional sense. It's a **planar parasite** — a creature native to the border between planes, evolved to feed on minds that cross the boundary. It resembles a translucent spider made of knotted, twisting threads, roughly the size of a large dog, with too many legs that move independently. Thread-like tendrils extend from its body into Bren's skull.
|
||||
|
||||
### Stat Block
|
||||
|
||||
**Skein** — Small monstrosity, neutral evil
|
||||
*Exists only on the Ethereal Plane unless forced into the Material Plane*
|
||||
|
||||
**AC** 13 (natural) | **HP** 38 (7d6+14) | **Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|-----|-----|-----|-----|-----|-----|
|
||||
| 6 (-2) | 16 (+3) | 14 (+2) | 14 (+2) | 16 (+3) | 8 (-1) |
|
||||
|
||||
**Saving Throws** WIS +5, DEX +5
|
||||
**Skills** Stealth +7, Perception +5
|
||||
**Damage Resistances** psychic; bludgeoning, piercing, slashing from nonmagical attacks
|
||||
**Condition Immunities** charmed, frightened
|
||||
**Senses** blindsight 30 ft. (through host), darkvision 60 ft., passive Perception 15
|
||||
**Languages** understands Common and Elvish (through Bren); communicates telepathically with host only
|
||||
|
||||
### Traits
|
||||
|
||||
**Parasitic Bond.** While bonded to a host, Skein can see through the host's eyes, hear through the host's ears, and speak through the host's mouth. It can suppress or override the host's actions (no save — the bond is too old for resistance). Skein always knows the host's location and emotional state.
|
||||
|
||||
**Ethereal Existence.** Skein exists on the Ethereal Plane. It cannot be seen, attacked, or affected by anything on the Material Plane without ethereal sight or effects that cross planar boundaries.
|
||||
|
||||
**Thread Tendrils.** Skein's tendrils extend up to 10 feet into the Material Plane through the host's body. Severing a tendril (AC 13, 5 HP per tendril, must have ethereal sight to target) causes Skein to lose control of the host for 1 round per tendril severed. Skein has 6 tendrils. They regenerate in 1d4 hours.
|
||||
|
||||
**Mind Drain.** Each day Skein remains bonded, the host's Wisdom is reduced by 1 (minimum 1). This reduction can only be restored by Greater Restoration or by permanently killing Skein. Bren's Wisdom has been reduced from 16 to 6 over seven years (it didn't drain every day — some days Skein rests).
|
||||
|
||||
### Actions
|
||||
|
||||
**Psychic Lash.** Ranged Spell Attack (Ethereal Plane only): +5 to hit, range 30 ft., one creature that can perceive Skein. Hit: 10 (3d6) psychic damage.
|
||||
|
||||
**Suppress Host.** Skein forces the host to perform a specific action (speak, move, attack) or prevents the host from performing an action. No save. The host is aware of what's happening and cannot resist.
|
||||
|
||||
**Flee (1/day).** If Skein is reduced to 10 HP or below, it detaches from the host and flees into the Ethereal Plane at double speed. The tendrils retract violently — the host takes 7 (2d6) psychic damage and is stunned for 1 round.
|
||||
|
||||
### Reactions
|
||||
|
||||
**Silence the Host.** When the host attempts to communicate information Skein doesn't want shared, Skein forces a DC 15 Wisdom save (using the host's reduced WIS of 6, so Bren rolls at -2). On a failure, the host's words become garbled, the sentence becomes incoherent, or the host experiences sudden pain that stops the attempt. On a success (rare, but this is where natural 20s create lucid moments), the host speaks one clear sentence.
|
||||
|
||||
---
|
||||
|
||||
## How Players Discover the Possession
|
||||
|
||||
### Stage 1: Something's Off
|
||||
Players talk to Bren and notice he's not just raving randomly:
|
||||
- His eyes track something that isn't there (DC 10 Perception)
|
||||
- He responds to unheard voices with specific emotions — fear, appeasement, anger (DC 12 Insight)
|
||||
- His "madness" has a structure: he argues, negotiates, and submits, as if in conversation with someone controlling and abusive
|
||||
|
||||
### Stage 2: Magical Investigation
|
||||
- **Detect Magic** on Bren: Abjuration and Enchantment signatures. Something is bound to him.
|
||||
- **DC 14 Arcana** while examining Bren: There's an anchor point — something attached to his mind from another plane. It's not a curse in the traditional sense; it's a *presence*.
|
||||
- **Detect Evil and Good** (Dalla can cast this): Registers as an aberration/monstrosity anchored to Bren from the Ethereal Plane.
|
||||
|
||||
### Stage 3: Seeing Skein
|
||||
Requires ethereal sight:
|
||||
- **Veil Dust** — see Skein clearly, a knotted spider-thing with tendrils in Bren's skull
|
||||
- **See Invisibility** (Essek can cast this) — reveals Skein's outline
|
||||
- **Orenn's silver mirror** — DC 15 Perception while using it near Bren shows a distortion clinging to his head
|
||||
|
||||
### Read-Aloud: Seeing Skein for the First Time
|
||||
|
||||
> *Svět se změní. Éterická rovina se přeloží přes skutečnost jako průsvitná fólie a najednou vidíte věci, které jste předtím jen tušili. Stíny mají hloubku. Zdi mají ozvěny.*
|
||||
>
|
||||
> *A vedle Brena — tam, kde jste vždycky viděli jen prázdný vzduch — sedí něco.*
|
||||
>
|
||||
> *Připomíná to pavouka, pokud byste si dokázali představit pavouka uvázaného z provázků, z uzlů, ze zamotaných vláken, která se neustále svíjejí a převazují. Je velký jako pes. Má příliš mnoho noh a každá se pohybuje nezávisle, v jiném rytmu. Z jeho těla vedou tenká, průsvitná vlákna — šest jich je — a ta vlákna vedou do Brenovy hlavy. Přímo skrz lebku. Jako kořeny stromu, který roste obráceně.*
|
||||
>
|
||||
> *Bren se na vás podívá. Pak se podívá na to, na co se díváte vy. A v jeho očích uvidíte něco, co jste tam předtím neviděli: ne šílenství. Úlevu. Někdo konečně vidí jeho řetězy.*
|
||||
|
||||
---
|
||||
|
||||
## How to Save Bren
|
||||
|
||||
### Option A: Kill Skein (Permanent, Difficult)
|
||||
Requires entering the Ethereal Plane (Veil Dust, Oil of Etherealness) and fighting Skein directly.
|
||||
|
||||
**Complications:**
|
||||
- Skein uses Bren as a shield — threatening to kill the host (Suppress Host to make Bren harm himself) if attacked
|
||||
- In the Ethereal Plane near the thin point, Skein has advantage on Stealth checks (home terrain)
|
||||
- If Skein drops below 10 HP, it tries to Flee — players must prevent this or it escapes and attaches to a new host eventually
|
||||
- Xarrul's presence makes the Ethereal Plane more dangerous — the fiend might interfere (it finds Skein amusing but not threatening)
|
||||
|
||||
**If Skein is killed:**
|
||||
- Tendrils wither and dissolve
|
||||
- Bren screams, then goes silent
|
||||
- After 1 minute: he opens his eyes. They're clear. He looks around as if seeing the room for the first time.
|
||||
- His Wisdom recovers to 10 (not 16 — the damage is partially permanent)
|
||||
- He remembers everything: seven years of captivity, watching his own body be puppeted, feeling himself erode
|
||||
|
||||
### Option B: Sever the Tendrils (Temporary)
|
||||
Requires ethereal sight and targeted attacks.
|
||||
- Each tendril: AC 13, 5 HP (must be attacked on the Ethereal Plane or with force damage)
|
||||
- Severing all 6 tendrils frees Bren for 1d4 hours
|
||||
- During this time, Bren is lucid, coherent, and desperately helpful
|
||||
- He can provide testimony about the murder, information about the thin point, and his own background
|
||||
- When the tendrils regrow, Skein reasserts control — Bren knows this is coming and the window's closing
|
||||
- This option is useful if players need Bren's help for the endgame but can't afford a full fight with Skein yet
|
||||
|
||||
### Option C: Protection from Evil and Good
|
||||
The spell suppresses Skein's control for the duration (10 minutes, concentration).
|
||||
- Bren becomes lucid while the spell is active
|
||||
- Skein thrashes in the Ethereal Plane, unable to reach through
|
||||
- When the spell ends, Skein reasserts control with a vengeance — Bren takes 5 (1d10) psychic damage
|
||||
- Repeating this method angers Skein and makes it more aggressive with the host
|
||||
|
||||
---
|
||||
|
||||
## Bren's Testimony (When Lucid)
|
||||
|
||||
If players free Bren temporarily or permanently, he provides:
|
||||
|
||||
**About the murder:**
|
||||
"I saw it happen. Something came through — from the other side. Like smoke with hands. It reached through the air behind the bar and touched Orenn. He didn't even flinch. He just... stopped. The thing pulled back and it was *smiling*. I could feel it smiling."
|
||||
|
||||
**About Skein:**
|
||||
"It found me seven years ago. I was studying the thin point — the cellar beneath this tavern. I got too close. It latched on and it's been... eating me. My memories. My will. Every day there's a little less of me. I can feel the edges of myself going soft."
|
||||
|
||||
**About Xarrul:**
|
||||
"The thing that killed Orenn is different from what's in me. Bigger. Older. Crueler. My — [he struggles to find a word for Skein] — my *passenger* is afraid of it. Deeply afraid. That's why I had those moments tonight — it was distracted, watching the fiend, and I could push through."
|
||||
|
||||
**About the thin point:**
|
||||
"It's growing. The gap between worlds is wider than it was when I first studied it. Something — or someone — is pushing it open. The wards in the cellar were supposed to contain it, but they're failing. I could feel them cracking."
|
||||
|
||||
---
|
||||
|
||||
## Emotional Arc
|
||||
|
||||
Bren's subplot is about witnessing suffering and choosing to act.
|
||||
|
||||
**If players ignore Bren:** He remains in his corner, muttering. Skein is satisfied. Nothing changes. But players who saw the madman and did nothing might carry that.
|
||||
|
||||
**If players help Bren partially (severed tendrils, temporary lucidity):** He gets a window. He helps. The window closes. He knows it's coming. His last lucid words before Skein retakes him: "Thank you. For seeing me. Even if it doesn't last — thank you."
|
||||
|
||||
**If players kill Skein and free Bren permanently:** He's free. But he's not whole. Seven years of psychological torture don't vanish with the parasite. He'll need months of care, magical healing, and patience. He's grateful in a raw, shattered way — not the clean relief of a rescued prisoner, but the dazed confusion of someone who doesn't remember what freedom feels like.
|
||||
|
||||
His first request, if freed: "Can I... can I have some water? I can't remember the last time I asked for something and meant it."
|
||||
226
storylines/the-reckoning.md
Normal file
226
storylines/the-reckoning.md
Normal file
@@ -0,0 +1,226 @@
|
||||
# The Reckoning — Endgame
|
||||
|
||||
## Overview
|
||||
|
||||
The Reckoning is whatever happens when the players have gathered enough threads and decide to act. It's not a fixed encounter — it depends entirely on what they've learned, who they've allied with, and what they're willing to risk.
|
||||
|
||||
This document covers the primary confrontation paths and the central moral dilemma.
|
||||
|
||||
---
|
||||
|
||||
## Reaching the Endgame
|
||||
|
||||
Players arrive at the Reckoning through any combination of:
|
||||
- Following the ethereal trail to the cellar
|
||||
- Bren's testimony pointing to a fiend
|
||||
- Essek revealing the summoning
|
||||
- Veil Dust trip exposing Xarrul
|
||||
- Orenn's letter and preparations in the storage room
|
||||
- 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.
|
||||
|
||||
---
|
||||
|
||||
## Confrontation Scenarios
|
||||
|
||||
### Scenario A: Direct Assault
|
||||
|
||||
Players know about Xarrul, have combat resources, and go to the cellar to fight it.
|
||||
|
||||
**Setup:** The cellar is dark, cold, and cramped (10m x 8m). The thin point dominates the eastern side. Xarrul is in the Ethereal Plane — players need a way to reach it or force it into the Material Plane.
|
||||
|
||||
**Methods to force Xarrul into the Material Plane:**
|
||||
- **Fiendbane Manacles** (from Tallow, 200 gp): Restrain it on the Material Plane for 1 hour
|
||||
- **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
|
||||
- **Force damage:** Affects ethereal creatures from the Material Plane
|
||||
|
||||
**Xarrul's tactics:** See [Xarrul NPC file](../npc/xarrul.md). It uses Ethereal Jaunt to avoid being pinned, Voice Thief to sow confusion, and Whisper of Ruin on the strongest melee fighter. It doesn't want to die. At half HP and restrained, it negotiates.
|
||||
|
||||
**Difficulty:** Hard for level 4. The shifting between planes makes Xarrul slippery. Without a way to pin it on the Material Plane, it's a war of attrition that Xarrul wins.
|
||||
|
||||
### Scenario B: The Rebinding
|
||||
|
||||
The "easy" resolution. Haddon proposes recapturing Xarrul using the binding circle in the cellar and restoring the original binding. This is available to any party that uncovers the fiend's existence — it doesn't require deep investigation into the cult's true nature. A loyal Dalla actively supports this.
|
||||
|
||||
**Requirements:**
|
||||
1. Binding components from Tallow (~50 gp)
|
||||
2. Dalla's blood (she gives it willingly — rolls up her sleeves without hesitation)
|
||||
3. Orenn's binding circle in the cellar (DC 16 Arcana to adapt it for rebinding rather than containment)
|
||||
4. Xarrul must be lured to the cellar or forced onto the Material Plane
|
||||
5. Haddon leads the ritual (10 minutes, concentration), Rennt assists
|
||||
|
||||
**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.
|
||||
- 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.
|
||||
|
||||
**Aftermath:** Dalla's connection to the binding restores — Lístek's condition stabilizes but doesn't improve. The child stays frozen. The cult moves toward Phase Two with renewed confidence and a bound fiend. Dalla tells herself this is progress. The murder is "solved" (the weapon is leashed), but nothing is actually fixed.
|
||||
|
||||
**Mags's reaction:** Disgust. "You're handing them back the thing that killed him. On a leash. And you think that leash will hold?" She won't stop the players, but she won't help, and she won't forgive.
|
||||
|
||||
### Scenario C: The Dual-Plane Kill
|
||||
|
||||
The "true" way to destroy Xarrul — synchronized destruction in both the Material and Ethereal planes. This is the method that cures Dalla's child. It's also the method that tears the veil.
|
||||
|
||||
**This scenario is only available if Dalla has broken from the Order** (see [Lambent Order — Dalla's Breakdown](lambent-order.md)). A loyal Dalla would never consider destroying the fiend over rebinding it — destruction serves no purpose to the cult. The dual-plane kill requires a Dalla who understands the real cost of the cult's path and is willing to abandon it for her daughter. Players who never uncover the truth about The Opening never reach this option.
|
||||
|
||||
**Requirements:**
|
||||
1. At least one character on the Ethereal Plane (Veil Dust at the thin point = 10 minutes, or Oil of Etherealness from Orenn's bedroom = 1 hour)
|
||||
2. At least one character on the Material Plane
|
||||
3. Both groups damage Xarrul simultaneously on both planes
|
||||
4. Both "halves" of Xarrul must be killed within 1 round of each other
|
||||
|
||||
**How it works mechanically:**
|
||||
- When Xarrul is on the Ethereal Plane, characters there fight its ethereal form (full stat block)
|
||||
- When Xarrul shifts to the Material Plane, characters there fight its material form
|
||||
- At the thin point, Xarrul cannot fully separate its planes — it exists on both simultaneously, split. Material form: half HP (39 HP). Ethereal form: half HP (39 HP). AC and attacks unchanged.
|
||||
- If one form is killed and the other survives more than 1 round, the surviving form regenerates the dead form at full HP. The kill must be synchronized.
|
||||
|
||||
**During the kill:** The veil tears. For 1 round at the moment of synchronized death, the planar boundary at the thin point *dissolves*. The Material and Ethereal planes merge in a 20-foot radius for 6 seconds. Everyone present sees both planes at once. The temperature drops. Sounds echo from wrong directions. For that one round, everything Mother Vyre predicted is true — the planes *do* want to touch.
|
||||
|
||||
Then the veil snaps back. The tear heals. Xarrul is gone.
|
||||
|
||||
**And Dalla's child:** The stolen vitality used to bind Xarrul — Dalla's blood, her life force — snaps back along the binding's path. Dalla gasps, clutches her chest. Miles away, a three-year-old girl blinks, looks around her room, and says her first word in four years.
|
||||
|
||||
### Scenario D: Negotiation
|
||||
|
||||
Xarrul is ancient and pragmatic. If cornered and unable to escape, it will negotiate.
|
||||
|
||||
**What Xarrul offers:**
|
||||
- Everything it knows about the Lambent Order, Mother Vyre, and Phase Two
|
||||
- The truth about Dace's treachery
|
||||
- Information about Skein and how to kill it
|
||||
- The names and locations of other fiends bound by mortal cults in the region
|
||||
|
||||
**What Xarrul wants:**
|
||||
- Freedom. Not destruction, not binding — the right to leave unmolested.
|
||||
- A host (not present — it will leave and find one later)
|
||||
- Or, if particularly cunning: the thin point left unrepaired. "Leave the door open. Not for me. For *air*."
|
||||
|
||||
**The problem:** Xarrul is evil. Letting it go means it's someone else's problem. It killed Orenn. It will kill again. But its information is genuine and valuable. This is a classic devil's bargain.
|
||||
|
||||
**Mags's reaction:** "No." Simple. Final. She won't negotiate with the thing that killed Orenn. If players choose negotiation, they do it over Mags's objection, and their relationship with her is damaged.
|
||||
|
||||
### Scenario E: Faction War
|
||||
|
||||
If players haven't uncovered the fiend, or if tensions boil over before the Reckoning, the factions turn on each other.
|
||||
|
||||
**Trigger points:**
|
||||
- Kael loses patience (2+ hours of lockdown with no resolution)
|
||||
- The cult's summoning is exposed to the assassins
|
||||
- Dace is exposed and the cultists realize they've been compromised
|
||||
- Any NPC is attacked or killed
|
||||
|
||||
**What happens:** Lethal combat. Assassins vs. cultists. Mags tries to stop it. Players can:
|
||||
- Join a side
|
||||
- Try to stop the fight (DC 18 group Persuasion, or DC 16 with evidence of the fiend)
|
||||
- Use the chaos to pursue the fiend while everyone's distracted (ironic echo of the brawl)
|
||||
|
||||
**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.
|
||||
|
||||
---
|
||||
|
||||
## The Central Dilemma: The Choice
|
||||
|
||||
If players pursue the dual-plane kill, they face the moral question at the heart of the module:
|
||||
|
||||
### The Case For
|
||||
- Dalla's child is cured. A three-year-old girl gets her life back.
|
||||
- Xarrul is permanently destroyed. The murderer is dead.
|
||||
- The binding energy returns to Dalla, restoring her vitality.
|
||||
- Justice, in a form.
|
||||
|
||||
### The Case Against
|
||||
- The method requires thinning the veil — a micro-Opening. It validates Mother Vyre's core theory.
|
||||
- Haddon is watching and taking notes. He now has empirical data for Phase Two.
|
||||
- Rennt's faith becomes unshakable. "The planes touched. I felt it. She was right."
|
||||
- Essek's warning: "You're running a proof of concept for the end of the world."
|
||||
- Even if the tear heals, the thin point is *weaker* afterward. Future attempts at the Opening are easier here.
|
||||
|
||||
### NPC Reactions During the Choice
|
||||
|
||||
| NPC | Reaction | Why |
|
||||
|-----|----------|-----|
|
||||
| **Dalla** (broken) | "Do it. Please. I don't care what it costs." | Her child. Nothing else matters. She's only here because she learned the truth. |
|
||||
| **Rennt** | Ecstatic. Helps eagerly. "The planes want to touch!" | Validates everything he believes. |
|
||||
| **Essek** | Terrified. "You're proving her right." | Knows what Phase Two means. |
|
||||
| **Haddon** | Quiet. Watching. Taking notes. | This is exactly the data he needs. |
|
||||
| **Mags** | Conflicted. She wants Xarrul dead. But not like this. "Orenn spent fifteen years keeping this thin point stable. You're going to tear it open to kill one fiend?" | She respects the sacrifice but fears the consequence. |
|
||||
| **Sevra** | Pragmatic. "Does it work? Then do it. Worry about theory later." | Results-oriented. |
|
||||
| **Bren** (if lucid) | "The thin point has been growing for years. One more tear won't matter." (This might be true. Or it might be exactly what Skein wants him to say.) | Unknown — is this Bren's genuine assessment or Skein's manipulation? |
|
||||
|
||||
### 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.
|
||||
|
||||
Every choice costs something. The depth of investigation determines which choices are even on the table. That's the point.
|
||||
|
||||
---
|
||||
|
||||
## After the Reckoning
|
||||
|
||||
### The Lockdown Ends
|
||||
|
||||
Dawn comes. Mags opens the doors. People leave. The night is over.
|
||||
|
||||
**What follows depends on what happened:**
|
||||
|
||||
**If Xarrul was destroyed (any method):**
|
||||
- The Brand fades from Orenn's body. Mags closes his eyes.
|
||||
- The thin point remains — weaker if the dual-plane kill was used, stable if not.
|
||||
- The cult's cell is fractured or exposed.
|
||||
- The guild's mole is found or still hidden.
|
||||
- Mother Vyre's Phase Two continues elsewhere. The players know about it. That's something.
|
||||
|
||||
**If Xarrul escaped:**
|
||||
- The fiend is loose in the city. It will find new entertainment.
|
||||
- Mags hunts it alone. Her chances aren't good.
|
||||
- The thin point continues to grow.
|
||||
|
||||
**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).
|
||||
- She locks the door again. From the outside. She doesn't look back.
|
||||
|
||||
### Loose Threads (For a Potential Follow-Up)
|
||||
|
||||
- **Mother Vyre and Phase Two.** The Opening is still coming.
|
||||
- **Dalla's child.** Cured or still frozen.
|
||||
- **Bren.** Free or still possessed. If free, he has knowledge that many people would kill for.
|
||||
- **Essek.** Escaped the cult or still trapped. His brand might still burn.
|
||||
- **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.
|
||||
|
||||
---
|
||||
|
||||
## Read-Aloud: Dawn
|
||||
|
||||
> *Světlo. Pod dveřmi hospody se objeví tenký, bledý proužek — první ranní světlo, šedé a studené a krásné tím způsobem, jakým jsou krásné věci, o kterých jste nebyli jistí, že je ještě uvidíte.*
|
||||
>
|
||||
> *Mags stojí u dveří. Chvíli na ten proužek světla jen hledí. Pak sáhne na závoru. Kov skřípe. Dveře se otevřou a do místnosti vpadne vlhký ranní vzduch, který chutná po dešti a po městě, které se probouzí, aniž by vědělo, co se tu v noci stalo.*
|
||||
>
|
||||
> *Otočí se. Podívá se na vás. Neřekne děkuji — možná proto, že pro to, co se tu stalo, to slovo nestačí. Možná proto, že ještě neví, jestli je na místě.*
|
||||
>
|
||||
> *"Jděte," řekne tiše. "Je ráno."*
|
||||
>
|
||||
> *A vy vyjdete po těch třech kamenných schodech nahoru, do světla, do dne, do světa, který vypadá přesně stejně jako včera — a vy víte, že to tak není. Že pod povrchem, za tou tenkou vrstvou, kterou většina lidí nikdy neuvidí, se něco pohnulo. A už se to nezastaví.*
|
||||
|
||||
---
|
||||
|
||||
## Alternative Ending: The Bell
|
||||
|
||||
If players repaired the wards AND rang the iron bell AND have Xarrul trapped in the cellar's binding circle:
|
||||
|
||||
The wards flare to life. The thin point *contracts*. Xarrul, caught between the binding circle and the restored wards, is crushed between planes — not killed, but *sealed*. Trapped in the space between Material and Ethereal, conscious, unable to move, unable to escape. A fate some would call worse than death.
|
||||
|
||||
The child is not cured (the binding energy isn't released). But Xarrul is contained. The thin point stabilizes. The tavern is safe again.
|
||||
|
||||
Mags looks at the cellar floor where the fiend is imprisoned. "Orenn would have done it this way," she says. "Clean. Contained. No loose ends." She pauses. "I hate it. But it's right."
|
||||
|
||||
This ending costs the least and gains the least. It's the safest choice. It's also the one where a three-year-old girl stays frozen, and a fiend spends eternity screaming silently between worlds.
|
||||
|
||||
Safety is not the same as goodness. That's the last thing the players learn.
|
||||
Reference in New Issue
Block a user