209 lines
13 KiB
Markdown
209 lines
13 KiB
Markdown
# Core Move — Mags & Orenn as Fixers, and the House's Secret
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The canonical concept for the rewrite. Everything below is settled; the module
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files should be brought into line with it.
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## The reframe, in one line
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Mags and Orenn are not fiend experts. They are skilled **underworld fixers, out
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of their depth** — people who think they can handle this because they've handled
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hard things before, and are quietly, fatally wrong about what "this" is.
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## Who they are now
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Their competence is real, but it's in **violence, intimidation, tracking a mark,
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making problems disappear, and — above all — information.** Running the city's
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neutral ground means they *must* know who's moving and why, so they run
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**surveillance** on every faction (the Guest as a planted asset, Tallow as a
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source, their own watching). Humint, not brimstone.
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- Mags's *Cleaner's Instinct* (advantage vs. fiends) becomes a **Fixer's Read**:
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advantage to read people, spot a lie, clock a threat, track a mark.
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- Drop her fluent Infernal ("years of dealing with fiends"). Thieves' Cant stays;
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at most a few words picked up from one bad job.
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- They've **brushed against the supernatural** a handful of times over the years
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(that's why they own a little anti-fiend kit and a shelf of reference books) —
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but they never specialized. A seasoned fixer recognizes "this job is cursed,
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get the salt," not a species.
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## The house history
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The building sits on a **natural thin point** (this is already canon). Long ago it
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was a **warlock/cultist den** — summoners work a thin point because it makes
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calling easier. They got greedy, pushed it, and **tore an actual rift** in the
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deepest chamber; something got loose. The underworld hired **Orenn and Mags to
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clean out the summoners** — the human part, which is exactly a fixer's job. They
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killed/scattered the cult, found the torn rift already **sealed** (by the cult's
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own last containment, or a specialist on the job — *not* by them), judged it a
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closed case, and **took the house as payment** (nobody else wants a cursed
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cult-den on a bad corner).
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**Every occult tool in the cellars is the previous owners' leftover stock** — the
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circles, the books, the salt, the runed nails, the ward-crystal. Orenn and Mags
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built and bought none of it. They kept the junk where it lay and re-traced the
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containment chalk occasionally out of closed-case superstition — recipe-following,
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not comprehension.
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## What they know vs. what they don't
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- **They KNOW the history:** "This was a summoner's den, we cleaned it out years
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ago, that gear downstairs is theirs, there's a sealed dead rift in the bottom
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chamber." Closed case.
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- **They are OBLIVIOUS that it's reactivating.** They have no idea the seal is
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failing, that a fiend is digging through it, that it killed Orenn, or that it's
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connected to the Order activity they've been tracking **up in the city.**
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Their antennae point **outward** (surveillance) and they're sharp there. They're
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**oblivious downward.** The call is coming from inside the house, and the two best
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investigators in the building never look under their own floor — because the
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phenomenon is diffuse and city-wide (below), and because that basement is, to
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them, closed business.
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## The metaphysics lives elsewhere — not in their heads
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- **The cult (Order of Mending)** summoned Xarrul, works the Opening, and holds a
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**map of thin points** (one being here). They understand it. They're adversarial
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and unreliable — the tension you want.
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- **The books.** Fixers accumulate reference; you read the page you need, never
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cover to cover. The house holds an **encyclopedia they never internalized** —
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some inherited with the building (the den's), the rest collected on jobs. The
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knowledge is physically present for players to dig into; it was never in Mags's
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or Orenn's heads. (Orenn's bestiary in the bedroom is one of these.)
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- **The Guest** infiltrated the cult, so it knows the cult's side. It was always
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an **intelligence asset**, not a fiend-hunting tool — which points straight at
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their real trade: spymastering.
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This turns Mags from a **knowledge vending machine** into a source of **leads, not
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answers.** Players earn understanding by cross-referencing books + cult + Guest +
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Vetch's trip, not by unlocking one trusted NPC.
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## The thin point, the tear, and the two circles
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- **Binding circle** (upper cellar): a *Magic Circle against fiends* — a **cage for
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a creature.** This was the den's **summoning-and-command circle** (you call a
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fiend into it so it can't claw you while you bind it). In the finale it's the
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**trap** you lure Xarrul into.
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- **Containment circle** (deep cellar, the Old Work): a silver-and-salt ring around
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the actual tear — a **cork in a hole.** It keeps the rift from widening. Its
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**erosion is the clock**; re-powering it slows the clock.
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The one-liner: *the binding circle is a cage you put a monster in; the containment
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circle is a cork you put in a hole.* Both are **legacy** — the den's, not theirs.
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## The diffuse bleed = the obliviousness engine
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The Opening and the failing tear are the **same physical phenomenon** — a thinning
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of the Material–Ethereal boundary. One is engineered, one is leftover; **they
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produce an identical signature** (cold with no draft, wrong-direction sound,
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half-seen figures, restless minds, "sensitives" drifting in, small hauntings).
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There is no way to tell them apart by symptom — only by **source.**
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The leftover **containment keeps the intense source sealed below.** What escapes is
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a **thin, wide, city-scale bleed** with no usable local gradient — from street
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level the whole district feels equally "off." So Orenn reads it as a
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**district/underworld** problem and never suspects one specific building (his own).
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That diffuseness is *why* he didn't check the basement.
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## The case board (city-scale; poignancy, not a puzzle)
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Orenn's investigation, in his old cellar ops-room — **early phase, a few names, and
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everything misfiled outward:**
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- City map pinned with district deaths/disappearances/madness — some are **Thera's
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soul-harvest** (real, human), some are people the tear frayed. Lumped as
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"someone's working the district."
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- A watch-list of patrons who "changed" — **Bren** (raving), **Vetch** (chasing
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stronger dust). Filed as recruits/addicts/marks; actually the thin point
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fraying them.
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- The **Order of Mending** file — Guest's intel, meeting frequency, a name
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(*Vyre?*), the bronze pins. His strongest, realest lead — and the exact thing
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that let him misattribute everything else.
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- A **timeline** showing the anomalies ramping "in step with" the Order getting
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busier. Correlation he read as cause. (Both escalate because they're the same
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phenomenon.)
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- **Nothing localizes home, because nothing can.** That absence is the point.
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## The lockdown is Xarrul's keystone (the master beat)
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- **The ward-crystal is the summoners' "oh-shit button."** An emergency containment
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device: if a calling ever punched a hole to a lower plane, breaking the crystal
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seals the house in a resilient shell **on every plane at once** — it plane-shifts
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and lays a *resilient-sphere*-like seal over each plane's version of the building.
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(Why all planes rather than the Material↔Ethereal boundary itself? Because sealing
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*within* a plane is easy and sealing *between* planes is hard — so it cheats:
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several easy single-plane seals instead of one near-impossible between-planes one.)
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The device's whole purpose: contain a breach so that **only what is already inside
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the house, on some plane, can come through the hole — never the whole plane behind
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it.** (The module already calls it *"the tavern's stored wards"* — this reveals
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what they were for.) Mags inherited it as *"the panic button that bolts the doors"*
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and has no idea it seals across planes.
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- **Why Xarrul needs it.** While the house bled freely across planes — a leaky, open
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boundary — the fiend's crossing effort *dissipated*; it could only jaunt partway,
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for seconds. Sealing the house turns it into a **closed cross-planar vessel**: now
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the one thing already inside on the ethereal side (Xarrul) can finish its crossing
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through the tear without the energy leaking away, and the summoners' "limit the
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breach to a single entity" safeguard *guarantees* that entity is it. The
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containment button built to protect the city is a bespoke door for exactly one
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guest. Mags thinks she's building a cage; she's finishing Xarrul's door.
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- **Before the crystal breaks:** partway jaunts only — enough to kill an
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unsuspecting Orenn in the dark, no more. **After:** a closed vessel; Xarrul crosses
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in earnest over the night, and when the **seal lapses at midnight** it walks out
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real. The **lockdown timer IS the clock.**
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- **Not luck.** Xarrul is ancient and patient and has watched the house
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ethereally for a long time. The tavern has a **known, ritualized response to a
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killing** (the whole no-kill premise). Xarrul weaponizes the house's own
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protocol. Making **Orenn** the victim removes the calm keeper who might've
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investigated coolly, guaranteeing the emotional, protocol-following responder
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(Mags) is the one holding the crystal.
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- **One murder, three payoffs:** (1) removes the one watcher circling it;
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(2) triggers the keystone lockdown; (3) frames the outsiders → conscripts the
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PCs, keeps the factions hunting each other, seals everyone in.
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## Consequences that fall out for free
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- **The obstacle inverts into a weapon.** Once players learn what the crystal did,
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**breaching an exit** (already in the rules) becomes an anti-Xarrul tactic:
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puncturing the shell on a plane re-opens the boundary, the closed vessel goes leaky
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again, and the crossing destabilizes — Xarrul can't complete tonight (at worst it
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slips away ethereally to try elsewhere later). The thing they wanted to escape is
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the thing they smash on purpose.
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- **The seal makes the source findable (the inflection).** Before tonight the
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failing tear leaked and *diffused across the whole district* — wide, flat, no
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gradient — which is exactly why Orenn read it as a city problem and never localized
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it. The moment the house seals across planes, that diffusion is **cut off**:
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nothing bleeds out, nothing bleeds in, and the wrongness that used to spread thin
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over the quarter is now **trapped and concentrated inside the house**, with its
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source. From tonight the players, unlike Orenn, *can* trace it home — not because
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more leaks out, but because it can no longer leak *away.*
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## Xarrul's character (tone)
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**Ruthless and honest. Lawful-neutral.** Keeps its promises to the letter; carries
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no moral bias. Single goal — **to be real**, to cross and live — and it is
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determined, picking the most viable course of action regardless of the morality of
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it. It was used as an evil tool for centuries; it will not shy from evil acts now.
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But it **won't reach for harm without a reason** — no threat, no attack. **Not
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reckless.** A mastermind, not a liar: manipulating events is not deceiving those it
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deals with. This *sharpens* the Open Door choice — siding with something ruthless
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*and* honest, because the cult is worse.
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## The Mags gut-punch (optional, strong)
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Late-game, the players — or Mags — realize the lockdown *she* triggered to protect
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everyone is what let Xarrul cross. It killed Orenn and then used her grief and her
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protocol to finish its door. Fits her fatalism and the Warden's Mark; fuels her in
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the finale rather than paralyzing her.
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## Blast radius — files to bring into line
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- **npc/mags.md** — heavy: drop fiend expertise, Fixer's Read, Infernal, obliviousness, surveillance, the crystal she doesn't understand.
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- **npc/orenn.md** — heavy: background (fixer not fiend-hunter), the case board, "What He Knew" redirected outward, oblivious to the tear.
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- **overview.md** — "retired cleaner"/fiend framing; the clock; the murder's purpose.
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- **location/tavern-overview.md** — the ward-crystal's true nature; the "old ward-sigils carved by Orenn and Mags" secret; History section.
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- **location/cellar.md** — ward-sigils section (drop the footprint barrier), binding-circle provenance/use.
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- **location/deep-cellar.md** — containment provenance ("was contained," not "the couple contained"), the chalk-wall note redirected outward, "why they really live here."
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- **storylines/the-reckoning.md** — The Clock (= lockdown timer), Scenario A bell, Scenario B binding circle, Scenario F, the Bell ending, Mags's lines.
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- **npc/xarrul.md** — the Night's Clock, the mastermind/lockdown plan, the tone.
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- **storylines/murder-mystery.md** — the murder as the plan activating; the lockdown beat.
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- **npc/the-guest.md** — confirm "intelligence asset" framing (mostly already fits).
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