14 KiB
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. 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:
- Binding components from Tallow (~50 gp)
- Dalla's blood (she gives it willingly — rolls up her sleeves without hesitation)
- Orenn's binding circle in the cellar (DC 16 Arcana to adapt it for rebinding rather than containment)
- Xarrul must be lured to the cellar or forced onto the Material Plane
- 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). 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:
- 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)
- At least one character on the Material Plane
- Both groups damage Xarrul simultaneously on both planes
- 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.