Doubles as The Adam (Act V Scene 2) — see companion. Men-only bar, disguises required. Skill challenge: 3 successes before 3 failures to find the contact "Sparrow". Ofcom CHA checks are not optional. If Aldric walks in: needle-scratch silence, then resume quietly.
The Room
Cellar hatch behind the bar (NW corner) — barrels, a smell of damp, and a bricked arch that isn't quite bricked. The snug (SE) is where deals happen; one way in. Dartboard corner (NE) belongs to the regulars. Counter flap at the south end of the bar.
Improv hooks: a Guardian three drinks past loyal · the barman waters the Commanders' whisky only · someone left a coat in the snug with papers in the lining.
Improv Roster — quick stats
NPC HP — this scene
Party HP · Lvl 6
The Bedroom — Upstairs, A Commander's House
floorboards
bed
moonlight
window
wardrobe
dresser
rug
door to landing
landing
stairs down
Pieces — tap a token, then tap where it goes
Tap a token to pick it up (it glows), tap a square to drop it. Tap again to cancel. Double-tap removes.
Loose floorboard: the plain floor cell in the SE corner, beside the wardrobe (row 5, col 7 — the one that looks like nothing). DC 13 Investigation to spot the seam. Holds whatever you need it to hold tonight.
Window: second storey — 2d6 fall, DC 12 DEX to land quiet. The moonlight pool is dim light; the rest of the room is darkness. Stairs: DC 12 DEX (Stealth) to descend in a hurry — third step sings.
Who's downstairs? Decide before anyone opens that door. A Martha in the kitchen hears everything and reports nothing — usually.
Improv Roster — quick stats
NPC HP — this scene
Party HP · Lvl 6
The Graveyard — Unmarked Rows
cold grass
grave mound (difficult)
gravel path
bone-white wall
the willow
lantern post
open grave
groundskeeper's shed
gate (south)
Pieces — tap a token, then tap where it goes
Tap a token to pick it up (it glows), tap a square to drop it. Tap again to cancel. Double-tap removes.
♪ Soundtrack — tap to play
▶
Remember the FallenThis place is the same register as the tunnel. Keep it low.
No names anywhere. Rows of mounds, newest to the south. Mounds are difficult terrain — nobody runs across them, out of instinct. Let that land before anything else does.
The open grave (centre-west, by the path): dug fresh this morning, spoil heaped neat. Nobody has said for whom. Six feet — climbing out mid-combat costs half movement, DC 10 STR.
The north wall is the same bone-white stone as THE Wall. Nothing is displayed here. That is somehow worse. The willow (NE) is the only thing planted on purpose — someone tends it. The shed (SE): tools, lamp oil, and a groundskeeper who sees everything and says nothing.
Improv Roster — quick stats
NPC HP — this scene
Party HP · Lvl 6
The Shop — Rations & Sundries
worn lino
shelving (blocks)
counter
till
queue rail
shopfront window
stockroom
delivery yard
crates
door
Pieces — tap a token, then tap where it goes
Tap a token to pick it up (it glows), tap a square to drop it. Tap again to cancel. Double-tap removes.
Pictogram boards over the aisles — reading is not for everyone: ALL FLESH (a cut of meat) · MILK AND HONEY (fruit & veg) · LOAVES AND FISHES (tins) · DAILY BREAD (bakery). Half the shelves are facing — empty boxes turned label-out.
The Floor
Ration chits, not coin. The queue rail is etiquette enforced by habit; jumping it draws every eye in the room, and possibly an Eye. Shelving is blocking terrain — the aisles are kill-boxes if this goes loud.
Stockroom (NW, staff door by the aisles): the good stock never reaches the shelves. Delivery yard out back — a van, crates, and one bored Guardian on the gate. The counter flap is at the east end, by the till.