fractions rework

This commit is contained in:
2026-07-16 17:38:38 +02:00
parent ca55fd90f3
commit f4294d8e32
31 changed files with 1974 additions and 376 deletions

View File

@@ -54,7 +54,7 @@ The PCs are **strangers** — to each other and to Orenn — sharing a table bec
Orenn works the table personally, unfailingly polite, and asks each of them who they are and whether they're here on **business or pleasure**. Say "business" and he recites the [house rules](location/tavern-overview.md#the-rules-of-the-house). Let anyone hint at their trade and he dangles the hook: *earn his trust, and he can put in a word with people in high places.* He plays the perfect servant with a servant's access to the powerful — and that carrot is what makes his death, twenty minutes from now, a **loss** and not just a plot beat.
Meanwhile, wide-shot the room and plant the tinder: the cultists arguing over texts with the odd bark of laughter, the assassins drinking with cold discipline (**Kael** simmering at the cult table, **Thera** unnervingly still), **Bren** muttering in his corner, **Vetch** scratching at his arms, **Tallow** watching from his booth. Let players choose who to approach first.
Meanwhile, wide-shot the room and plant the tinder: the cultists arguing over texts with the odd bark of laughter, the assassins drinking with cold discipline (**Kael** simmering at the cult table, **Thera** unnervingly still), **Bren** muttering in his corner, and **Vetch** scratching at his arms beside the cellar stairs. Let players choose who to approach first.
Orenn's last act is a quiet word to keep things civil — then he steps down to storage for supplies. **With him gone, the lid is off.**
@@ -80,7 +80,6 @@ The core of the session. Open-ended, player-driven. They can:
- Engage with faction subplots (assassin traitor, cultist fractures)
- Help Bren (the possessed madman)
- Take Veil Dust with Vetch (ethereal trip)
- Trade with Tallow for information or items
- Explore the tavern's hidden spaces — including the **[Deep Cellar](location/deep-cellar.md)** behind the concealed door: sneak past the spider, crack the arcane-locked vault, meet the caged [Guest](npc/the-guest.md), brave the haunted trophy-hold, and find the failing rift. This is the exploration track — loot, environmental backstory, and combat for players who want it. It runs in parallel with the interrogations above; cut between the two groups.
- Pursue their **[secret personal goals](handouts/character-secrets.md)** — several of which lead straight down into the Deep Cellar
- Try to leave (the ward-lock holds until midnight; neither will the assassins or cultists let witnesses walk)
@@ -91,9 +90,9 @@ The core of the session. Open-ended, player-driven. They can:
A **lockdown clock** runs under the whole session: the moment Mags sealed the house in Act 2, she gave Xarrul the closed vessel it needed to finish crossing — it has until midnight, and if the players never act, it crosses over for good. That pressure decides *when* the Reckoning happens; what they uncovered decides *which* one (see [The Reckoning](storylines/the-reckoning.md)):
- **Fiend confrontation** — a tense combat split across two planes
- **The dual-plane kill** — destroying Xarrul in a way that saves Dalla's child but validates the cult's theory
- **The dual-plane kill** — gamble Nessa's silver cord to destroy Xarrul; it saves her, but the players cannot know that beforehand, and it validates the cult's theory
- **The rebinding** — the easy, hollow answer: hand the cult back its leashed weapon
- **The Open Door** — side *with* Xarrul: behead the Opening and cure the child, at the cost of Mags and a monster loosed on the world
- **The Open Door** — trust Xarrul to retrieve Nessa after the lockdown: behead the Opening at the cost of Mags and a monster loosed on the world
- **Faction war** — if tensions weren't managed, assassins and cultists go for blood, this time for real
- **Quiet ending** — players leave with knowledge but no resolution, the fiend still out there
@@ -107,9 +106,8 @@ A **lockdown clock** runs under the whole session: the moment Mags sealed the ho
|-----|------|----------|-----------|
| **Orenn** | Barkeep (dead) | Behind bar | Calm authority, Charon-like |
| **Mags** | Orenn's partner | Kitchen → main hall | Grieving rage, retired fixer |
| **Tallow** | Fence / broker | Corner booth | Calculated, trades info for favors |
| **Bren** | Possessed madman | Corner, floor | Lucid flashes, controlled by Skein |
| **Vetch** | Drug addict | Near Tallow | Desperate, gateway to ethereal plane |
| **Vetch** | Drug addict | Near cellar stairs | Desperate, gateway to the Deep Cellar and Ethereal Plane |
| **Sevra** | Scales commander (here) — the loyalist | Assassin table | Codex-devout, holding the guild together; can be turned against the rot with proof |
| **Dace** | Scales blade (traitor) — and secretly marked | Among assassins | Charming, likeable, sells kills to the cult; condemned by Thera and doesn't know it |
| **Kael** | Scales blade (hothead) — the witness | Among assassins | Wants war with cultists; unknowingly holds the key to the rot |
@@ -119,7 +117,7 @@ A **lockdown clock** runs under the whole session: the moment Mags sealed the ho
| **Rennt** | Cultist (true believer) | Cultist table | Passionate, dangerous idealism |
| **Essek** | Cultist (doubter) | Edge of cultist group | Quiet, afraid of his own people |
| **Xarrul** | The fiend | Ethereal Plane → the tavern | Honest, patient; wants to be *real*; maybe not the villain |
| **The Guest** | Caged changeling | Deep Cellar, Cell One | Charming, patient, a fluent liar; Orenn's secret cult-spy |
| **The Guest** | Caged changeling / would-be Host | Deep Cellar, Cell One | Fluent liar; helped Xarrul choose Orenn, wants the Inn and the fiend's power |
| **Twinkle** | Feyspitter spider (pet) | Deep Cellar | Guards the "living" wing; blinks & grapples but can't cross to the ethereal; avoidable if unprovoked |
## DM Quick Reference — Subplots
@@ -127,17 +125,17 @@ A **lockdown clock** runs under the whole session: the moment Mags sealed the ho
| Subplot | Entry Point | Connects To |
|---------|-------------|-------------|
| Murder mystery | Orenn's body, clues | Everything |
| The Scales: the traitor | Sevra's suspicion, Kael's anger | Murder (framing), Tallow |
| The Scales: the traitor | Sevra's suspicion, Kael's anger, Haddon's journal | Murder (framing), the Order |
| The Scales: the rot within | Kael's unease about Thera, the soulcoin, Dace's mark | The traitor floor, the tavern's thin point, the wider campaign |
| The Opening | Cultist fractures, Dalla's desperation | Murder (fiend origin), Reckoning |
| Possession | Bren's ravings, Skein | Murder (witness), Ethereal |
| Ethereal trip | Vetch, Veil Dust, Tallow | Murder (see fiend), Possession (see Skein) |
| Dalla's child | Dalla, Haddon's notes | The Reckoning (the choice) |
| Ethereal trip | Vetch's lead, Veil Dust in the Deep Cellar | Murder (see fiend), Possession (see Skein), exploration |
| Nessa's projection | Dalla, Xarrul, Haddon's stolen notes | The Reckoning (the choice) |
| The Deep Cellar | Concealed door in the cellar | Orenn & Mags's dark history, loot for the Reckoning, the cult (via the Guest), the rift |
| The Guest | Cell One in the Deep Cellar | Cult infiltration intel, moral choice, character secrets |
| The Guest | Cell One in the Deep Cellar | Cult intel, Orenn's hidden accomplice, the Vacancy ending, succession fight with Mags |
| Character secrets | Dealt at Act 1 start | Drives exploration and inter-party tension; several lead to the Deep Cellar |
| The Conversion | A lone PC isolated in the Deep Cellar | Xarrul (recruited from within), the Open Door ending |
## Starting Gold
Split **200 gp** among the party however they choose. This is their total budget for Tallow's lockdown-priced goods. Suggested: 50 gp per player in a 4-player party, adjusted as needed.
No special shopping budget is required. The tools that open new routes during the lockdown are earned through investigation, trust, or exploration—most importantly in the storage rooms and Deep Cellar.