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5

The Vineyard Sinkhole

BeginningRoll d20
Illustration: Beginning 5 — The Vineyard Sinkhole
Illustration: Threads — Thread V
The clue

The vine-row gave way like a trapdoor with no hinge. One moment there was warm red earth and a hillside going down to the sea, and then a sound like a jaw opening, and then thirty feet of falling through roots.

You are lying in a heap of vine and dry soil at the bottom of a shaft of daylight that is already smaller than it was. Someone's lantern is in four pieces. And the wall you fell past is not a wall of earth. It is dressed stone, fitted without mortar, and it goes down.

Premise. Nobody meant to be here. The party fell into the maze from a hillside above it, which means they have all their gear, no information, and no obligations — the purest "explore because you must" opening in the deck. Because nothing about the entry points at a particular ending, this is one of the three Beginnings where you roll the Resolution.

Starting State

Opening Scene

A rubble-floored chamber 40 ft × 40 ft, the collapsed roof heaped in the middle, a shaft of daylight coming down through the vine-roots twenty-five feet above. Three walls are dressed Knossian stone. The fourth is raw earth, which is what they fell through.

No creatures, no trap, no check the party can fail badly. This is a five-minute scene that answers one question — can we climb out? — with a firm and interesting no.

The climb. Athletics DC 15 gets a PC to within eight feet of the surface, where the shaft narrows into unpacked soil that will not hold. A second DC 15 fails automatically: the soil gives, the climber slides back, and another two feet of daylight closes. Let them try twice, describe the hole shrinking each time, and then let them hear the third collapse from below.

Things to find, all quick.

Feature Check What it gives
The dressed stoneHistory DC 12Knossian palace work, three hundred years old, and the mortarless fit means it was built to move
The rootsNature DC 11These vines have been drinking from somewhere below for decades. There is water down there
The rubbleInvestigation DC 13An older fall, cleared and re-piled. Something in here tidies
The airSurvival DC 14It moves. Steadily, from the low passage, and it smells of salt

First Clue (Whisper tier)

Roll the Resolution (d20) after the first room, then deliver its Whisper line from that Resolution's clue table, dressed into this scene. Three that fit the sinkhole especially well:

Exits

AObviousA low mortarless passage in the north wall, cool air coming out of it. No check.
BObviousA vertical fissure in the west wall, wide enough to squeeze through sideways. No check, but no packs — anything bulky has to be passed through separately.Rider: you arrive with your gear in your arms rather than on your back; the party is one round from being ready to fight.
CConditionalA shaft under the rubble heap, opened by clearing it (twenty minutes of work, or Strength DC 14 with a lever, or any earth-shaping spell).Rider: you arrive from below, coming up into the next room through its floor — the party is unnoticed for the first round no matter what is in there.
Scaling — APL 6 / 12 / 15
APL Adjustment
6Fall damage 2d6 as written, but the Dexterity save is DC 11. Other DCs −2
9As written
12Fall damage 4d6, save DC 14. Other DCs +1
15Fall damage 6d6, save DC 15, and the collapse continues: at the end of round 2, anyone still under the shaft takes another 2d6 unless they move. DCs +3
Table-Safety Note

A fall, a collapse, and being sealed underground. If burial or confined spaces are a problem at your table, the softer framing is a gentle slide down a soil ramp into an open chamber with the way back merely blocked rather than crushed shut. Keep the lantern break either way; it is the useful part.

DM Notes
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