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murder-mystery-oneshot/npc/mags.md
2026-07-13 09:44:11 +02:00

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Mags — The Other Half

"I've skinned things that would make your nightmares cry. So when I say sit down and answer my questions, understand that I'm being polite."


Stat Block

Mags — Medium humanoid (human), neutral AC 16 (studded leather under her apron + DEX) | HP 65 (10d8+20) | Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 12 (+1)

Saving Throws DEX +7, WIS +6 Skills Perception +6, Stealth +7, Intimidation +4, Investigation +4, Survival +6 Senses passive Perception 16 Languages Common, Thieves' Cant

Fixer's Read. Twenty years of interrogations, negotiations, and reading a room for the one person about to draw a knife have made Mags preternaturally hard to fool. She has advantage on ability checks to catch a lie, gauge intent, spot a concealed weapon, or track a mark. She reads people the way a scholar reads a page. What she cannot read — what she has no instinct for at all — is anything from the other side of the veil.

Retired, Not Soft. When Mags is below half her maximum HP or when an ally she cares about is threatened, she gains +2 to attack and damage rolls.

Actions

Multiattack. Mags makes two attacks with her short sword or thrown knives.

+1 Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.

Thrown Knife. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. She carries 4.

Reactions

Parry. Mags adds 3 to her AC against one melee attack that would hit her.


Appearance

Late forties, wiry and hard. Short-cropped grey hair, practical. A scar runs from her left temple to her jaw — a pale, ragged line she makes no effort to hide. Her hands are rough and scarred, a cook's hands layered over a killer's hands. She wears a stained apron over functional clothing and moves through the kitchen with the same economy of motion she once used to clear rooms.

Her eyes are dark and sharp. When she looks at you, she's not making conversation — she's making assessments.

Read-Aloud: After the Murder

Žena, která vyšla z kuchyně, není vysoká, ale nějak zabírá víc prostoru, než by měla. Šedé krátké vlasy, jizva přes levou tvář, ruce, které vypadají, že celý život dělaly něco těžšího než vaření. Stojí nad Orennovým tělem a nehýbe se. Nedýchá. Aspoň se to tak zdá.

Pak zvedne hlavu a podívá se do místnosti. Její oči přejedou přes každý obličej — ne rychle, ne pomalu. Přesně tak, jak je potřeba, aby si každý zapamatovala. Když promluví, její hlas je tichý a plochý jako čepel nože položená na stole.

"Tohle je můj dům. Tenhle muž byl můj —" Zarazí se. Polkne. "— byl můj. A nikdo z téhle místnosti neodejde, dokud nebudu vědět, proč je mrtvý."

Act 2 — The Reveal (DM)

This is Mags's set-piece: the beat that ends the party and cages everyone. Run it in order, fast, and don't let the players derail the momentum until the ultimatum lands.

1. Order first. She comes out of the kitchen mid-chaos, cleaver in hand, and stops the brawl with her voice — not a shout, a cut. The room obeys because everyone here knows what she is. She relights the candles with a brass rod behind the bar — leftover house-magic she never thought to question; a word, and every wick catches at once.

2. The body. Behind her, Orenn. She sees him a half-second after the players do and goes utterly still (the read-aloud above).

3. The forced heal. Her grief comes out as rage, and it needs a target: the nearest cleric-looking PC (a cultist if there's no divine caster; failing that, any PC — "you. Try."). She hauls them to the body and demands they heal him. It fails — he's long past a cure.

4. The forced Revivify. She won't accept it. She rips the diamond from her own necklace — a stone worth a nobleman's ransom, far more than the rite needs — and presses it and a torn, written rite into the caster's hands: Revivify. She can't cast it herself — she never could; she's a blade, not a channel — which is why she needs them. It fails too. The diamond crumbles to grey powder in their palm. The magic fired, the cost was paid, and there was nothing to call back.

  • Why it fails (never state it): the soul is unreachable. Leave the cause unspoken — it could read as a trapped soul, a curse, the wards, dark magic. It should feel wrong, not diagnosed. It quietly rhymes with what Thera does to souls — a horror the players may only connect much later.
  • It's universal: even a non-divine PC stumbling through the rite fails for the same reason. Never let the player think they blew it — tell them OOC it wasn't them, even as Mags snarls something about useless casters. In-fiction she's cruel; out-of-fiction you wink.
  • What it shows: she carries a resurrection-grade diamond as jewelry. She came prepared for someone to die, the way a fixer always is — the first real crack in the "retired barkeep's wife" story, and a hint of the fixer past she and Orenn buried.

5. The lockdown. She takes a fist-sized ward-crystal from the shelf above the bar and shatters it on the floor. Every exit slams under an Arcane Lock until midnight — front door, cellar trapdoor, shutters. No password lifts it. She can't lift it. She's locked in with them, and she did it on purpose. (See the enchanted door & ward-crystal.)

  • DM — the trap she can't see: the ward-crystal is the old den's ritual-lockdown stone, and shattering it does far more than bolt the doors — it starves the last of the leftover containment below and clamps the veil into a crossing-channel. It is the one thing Xarrul still needed, and it engineered the murder precisely so Mags would break it. She thinks she's building a cage; she's finishing the fiend's door, and she has no idea. See the ward-crystal's true nature and Xarrul's plan. This seeds the late gut-punch: the lockdown she triggered to protect everyone is what lets Xarrul cross.

6. The ultimatum. Find her the killer by midnight, or every one of them is tomorrow's stew. No one in the room doubts she means it — that's what matters, whether or not it's literally true. Then she goes to Orenn's body and grieves, quietly, and does not stop working the problem for a second.

The Two-Layer Accusation (DM)

Mags publicly blames the strangers — the PCs. Taken at face value it's thin (a room full of brawling killers, and she suspects the quiet newcomers?). It isn't thin, because it's theater with a purpose:

  • The public reason (what she says): she doesn't know them, so she doesn't trust them. Blaming the outsiders lets her put the screws on someone without openly accusing her armed, faction-affiliated regulars — which would light the exact faction war she's straining to prevent. The assassins and cultists relax ("she's after the new blood, not us"), and the lid stays on.
  • The real reason (what she won't say yet): the PCs are the only neutral party in the building. Everyone else has a faction, a stake, and a reason to lie. She needs investigators she can lean on and who can talk to both sides. The death-threat is the leash.

She only levels with them privately once they've earned a sliver of trust — and that turn is a strong beat. Seed it early: a PC who makes an Insight check (DC 15) during her tirade clocks that she isn't looking at them like a killer — she's looking at them like a tool. That read is the thread to the honest conversation later. It also lets you cash Orenn's dangled carrot: "He was going to open doors for you? Find me who did this, and I'll be what he was going to be to you."

Personality

Mags grieves the way a blade rusts — slowly, internally, and it makes her more dangerous, not less. She won't cry in front of anyone. She might not cry at all. What she will do is find the thing that killed Orenn and end it with the same professional precision she's used her entire life.

She is direct, blunt, and has no patience for lies. She can tell when someone is hiding something — twenty years of interrogating marks, informants, and men who thought they were cleverer than her gave her an instinct for deception that borders on supernatural (WIS 16, Insight +6 effectively).

Key traits:

  • Doesn't ask questions she doesn't already suspect the answer to
  • Respects competence, regardless of morality
  • Will work with anyone — assassin, cultist, player — if it gets her closer to the truth
  • Has not processed Orenn's death and will not during this session. She's running on professional autopilot. The crash comes later, when the doors open and the night is over.
  • She does not know fiends — not really. When players bring evidence that the thing behind this came from beyond the veil, she doesn't turn expert; she turns stubborn. The grief hardens into a refusal to be out of her depth. She'll hunt it like a mark, because hunting marks is the only tool she has — and some part of her already suspects it won't be enough.

The Warden's Mark (DM)

Mags carries a dormant Brand of Spite over her heart — the same hand-shaped mark that killed Orenn, only fainter and cold. Xarrul branded them both. It killed Orenn — the calmer one, who might not have reached for the panic button — and kept Mags in reserve, because it needed her alive: she is the one who seals the house (see the lockdown), and a living, grieving Mags holds the room in line while the fiend finishes its work. Two murdered keepers at once would have raised the alarm too soon. She knows about the mark. She has felt the cold hand on her chest for weeks, told no one — not even Orenn — and it is part of why she is so fatalistic. When she says "Orenn and I could have taken it. One of us isn't here," the truth underneath is that she no longer believes she is a whole one of herself.

Discovery (a mid-game presence beat): the players can find the mark through Orenn's silver mirror (the distortion sits over her heart, like the thin point), a DC 14 Medicine or DC 15 Arcana check up close, or Bren reacting to it. It tells them, without a word, that Xarrul is already inside the house — inside her.

The Compromised Statline (Finale)

Full-power Mags (AC 16, 65 HP, two attacks at +8) will either solo Xarrul or steamroll a party that turns on her — neither of which you want. So when it matters, Xarrul triggers the mark (Visions of Spite through the brand), and Mags fights compromised:

  • HP 39 (she has been bleeding vitality to the brand for weeks).
  • Disadvantage on attack rolls — she is fighting through a waking nightmare (Orenn's death; or the unlabeled child's shoe from the Vault).
  • At the start of each of her turns, DC 15 Wisdom save or she loses her action, frozen in the vision. (This is the exact mechanism that killed Orenn.)
  • Remove Curse, Greater Restoration, or killing Xarrul ends it and restores her to full.

Use it both ways:

  • Party opposes Xarrul: the trigger is a crisis — their heaviest hitter drops out, and clearing her brand becomes a priority mid-fight.
  • Party sides with Xarrul (The Open Door): the trigger is the alliance's first favor — Xarrul sidelines her for the party, and they watch it do to Mags exactly what it did to Orenn. The finale becomes a desperate holding action against a grief-broken, half-frozen Mags rather than a slugfest: winnable, tragic, and the players' to win, not hers.

If a table needs a bigger fight on the join path, add Sevra at Mags's side rather than inflating Mags's numbers.

What She Knows

Will share freely:

  • The tavern's rules, history, and clientele
  • That the assassins and cultists have been at each other's throats for weeks
  • That Orenn was more than a barkeep — "we used to solve problems together. The kind you don't talk about."
  • That Bren has been getting worse lately — more agitated, more controlled

Will share if players earn trust (show evidence, demonstrate competence, or show genuine care for Orenn):

  • The old markings and gear in the cellar — she knows they belonged to the summoners who ran this place before them, not what they actually do
  • Orenn's letter (if she's read it by then)
  • That the tavern sits on a thin point — and that they cleaned a den of summoners out of it years ago and sealed what those summoners had torn open. As far as she knows, that case is closed.
  • That Orenn was quietly working the Order of Mending — his surveillance, his case board down in the cellar
  • The location of the hidden compartment in the storage room
  • How to ring the iron bell (an old house-trick; she knows the knack, never the meaning)

Will share only under extreme circumstances (direct evidence of the fiend, the brand explained, or if she's convinced the players are the only chance):

  • Full details of their fixer past
  • The summoners' binding circle in the cellar — she knows it caged the things they called, not how to work it
  • Her assessment of whether the fiend can be beaten ("Orenn and I could have taken it. Orenn and I. One of us isn't here anymore.") — bravado worn as certainty; she needs it to be true
  • The Oil of Etherealness in the bedroom

Will never volunteer — but the players may find it themselves (and probably will, if they explore):

  • The concealed door in the cellar and everything behind it — the Deep Cellar: the Vault, the laboratory, the caged Guest, the corpse in the second cell, and the failing rift. This is the couple's real, ongoing operation, and Mags assumes no one alive but her knows it exists. If the players surface any of it — the fortune, the prisoner, the trophies implicating patrons upstairs — she doesn't lie, but she goes very still, and what she says next is some of the rawest honesty in the module (see Relationships). In the direst circumstances she may send them down for the Fiendbane Salt or silvervein root, handing over the black key with the flat instruction: "Take what you need. Don't touch the cages. And whatever you find down there — it doesn't change tonight."

Her Role in the Session

Mags is the emotional anchor and the gatekeeper. She controls access to the tavern's secrets and to the most powerful tools available. She's also the person enforcing the lockdown — which means she's keeping assassins and cultists in the same room, a pressure cooker that she's managing through sheer force of will.

She will not fight alongside the players unless the fiend manifests in the Material Plane inside the tavern. Then all bets are off. The retirement ends and the fixer comes back — and a fixer's answer to a problem is to end it.

If the players side with the fiend: she becomes the obstacle between them and its crossing — see The Warden's Mark for how to run that fight so the players, not Mags, decide the night.

If the players fail or choose not to confront the fiend: Mags will hunt it herself after the session ends. She'll probably die. She doesn't care.

Relationships

  • Orenn: The one person she let close. They understood each other without needing to explain. Their relationship wasn't romantic in any conventional sense — it was deeper than that, forged in shared trauma and mutual competence. They were partners in every way that mattered.
  • Tallow: She tolerates him. He's useful and she knows it. She despises his neutrality but respects his survival instinct.
  • Bren: She's been feeding him and keeping him safe for months. She suspects something is wrong beyond madness but hasn't had time to investigate.
  • Sevra: Professional respect, mutual wariness. Mags knows what the guild does and doesn't approve, but Sevra has always respected the rules of the house.
  • Haddon: She doesn't trust him. Never has. Can't articulate why — just a feeling. (Her instinct is correct.)
  • The Guest: The prisoner she's fed twice a day for eleven years and never once called by a name. If the players confront her about it, she doesn't defend it and she doesn't flinch: "He was a tool. A person-shaped tool. Orenn always said we'd let him go eventually. We never did. That's the whole of it. That's who we are." If they freed it, she's grimly unsurprised. If they killed it in its cage, she doesn't recoil — she recognizes the choice, and that recognition is its own quiet verdict on them. The Guest is the clearest mirror of what "fixer" really meant, and Mags will not pretend otherwise once it's in the open.