🌩️ D&D Home Campaigns Search
← Prev Deck tables Beginning 2 → Beginning 1 of 12
1

The Cell Beneath the Palace

BeginningStrips gearRoll d20
Illustration: Beginning 1 — The Cell Beneath the Palace
Illustration: Threads — Thread I
The clue

You wake on limestone, and the limestone is warm, which means you have been lying on it a long while. There is a taste of copper and cheap wine at the back of your throat. Someone has taken your boots. Through a grate above you comes the sound of a palace going about its morning — sandals, a cart, a woman laughing — and it is very far away, and getting no closer.

The door of the cell is not locked. That is the first thing you should find worrying.

Premise. The party went to sleep somewhere in Knossos and woke up under it. Nobody tells them why, and nobody is coming. The unlocked door is not mercy: this level of the palace cellars is the first ring of the maze, and the people who put them here consider the matter closed.

Starting State

Opening Scene

A 15 ft × 20 ft cell with a stone bench, a drain, and a scratched tally of days on the wall that stops at fourteen. The cell door stands ajar on a corridor running 30 ft east to a cross-passage.

No fight here. A gearless party at level 9 is a party of very confident civilians, and a forced encounter in the first ten minutes teaches them that this dungeon is unfair rather than dangerous. Everything in this scene is a stealth or social problem.

The warden. One Knossian labyrinth-warden (Cult of the Thread, W18) is asleep in a chair at the cross-passage with a spear across his knees, a wine jug at his foot, and the guardroom key on a thong at his neck. He is not a boss. He is a lock with opinions.

Gear Recovery

Required, and it must be findable in ten minutes of table time. The guardroom is the second door off the cross-passage: a bare room with three chests, a rack, and the party's belongings sorted with unsettling care — an inventory scratched on a wax tablet, every item listed, one item per line.

First Clue (Whisper tier)

Roll the Resolution (d20) once the party finishes their first room, then deliver its Whisper line from that Resolution's clue table — dressed in this scene's furniture rather than invented fresh. Three that land especially well here:

Exits

AObviousThe cross-passage, north, past the warden's chair. No check.
BObviousThe drain in the cell floor, prised up with a bench leg (Strength DC 10 — an unskilled shove is enough). Tight, wet, unpleasant.Rider: you arrive soaked and stinking; disadvantage on Stealth for one room, and any creature that hunts by scent notices you first.
CHiddenBehind the rack in the guardroom, a mortared-over doorway the wardens use to avoid the long way round. Investigation DC 14.Rider: you arrive unannounced — the next room's threat, if it has one, does not get its surprise round.
Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2. The warden sleeps soundly: Stealth DC 10. Only two chests, one lock
9As written
12DCs +1. Two wardens, one awake and pacing a 40-ft beat
15DCs +3. Two wardens awake, a third in the guardroom counting the tablet, and the manacle is warded (Arcana DC 17 or it screams once when the party leaves the cell)
Table-Safety Note

This Beginning opens on captivity, stripped possessions, and lost time, and for some players that is a lot before dice are even rolled. Offer the softer framing out loud: "You were arrested for something you'll find out about later, processed politely, and put in a cell — nothing was done to you." If anyone would rather not play the manacle at all, cut it; the scene loses nothing.

DM Notes
← Prev Deck tables Beginning 2 → Beginning 1 of 12