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6

The Thief's Contract

BeginningImplies X19
Illustration: Beginning 6 — The Thief's Contract
Illustration: Threads — Thread VI
The clue

The client's sketch is charcoal on a scrap of sailcloth: a bull's head in profile, one horn drawn heavier than the other, and beneath it a measurement in a merchant's shorthand. Two spans. Bronze. Heavier than it looks.

You are inside the counterweight housing of the great bull-gate, which is a cramped stone room full of chain, and the chain is warm. Above you, out through the gap you came in by, someone in the gatehouse yawns. Below you, the shaft goes down further than your rope did.

Premise. The party broke in on commission to steal one specific object, and they got in through the gate machinery rather than the door. That entry teaches them exactly what X19 will need at the end of the session: the front gate is a machine, machines have keys, and they now know where the keyholes are.

Starting State

Opening Scene

The counterweight housing: 25 ft × 25 ft, ceiling lost in chain, floored around a central shaft that drops out of lantern-light. Two chains as thick as a thigh run down the shaft, and a third has snapped and been left hanging. The room is warm and smells of tallow and hot bronze.

No creatures. The room is the puzzle, and it is a tutorial. This is where the party learns to read a mechanism, which is the single most useful habit in this dungeon.

The gate machinery, in the order they should discover it.

Element Check What it tells them
The chainsAutomaticTwo live, one snapped. The gate is running at reduced capacity
The counterweight boxInvestigation DC 12It is a stone crate on a pin, and the pin is drilled for a locking bar that is not there
The socketInvestigation DC 14A bull's-head-shaped socket in the housing wall, two spans across, empty. Something used to sit here and work the release
The gatehouse abovePerception DC 13Two guards, bored, one asleep. They change at dusk. Nobody looks down the housing
The chalk marksInvestigation DC 15Someone has been here before with the same idea, and their chalk arrows go down, not out

The socket is the Whisper clue and the session's spine. The party should leave this room knowing that a bronze bull's head opens the front gate from inside, and believing — wrongly, comfortably — that the one their client wants is a different one.

Going back out the way they came is possible for exactly as long as the party is still in this room, and you should let them notice that. The rope is right there. The moment they descend the shaft, a maintenance clapper trips and the housing seals — an audible, mechanical, un-sinister clack. No monster required.

First Clue (Whisper tier)

The empty socket, and the shape of it: a bull's head, two spans across, that something used to sit in and work the gate's release. Ambient, entirely physical, and easy to walk past. Do not explain it. Let a player be the one who says "…that's the same shape as the sketch."

X19's Trace tier will confirm the socket's function; its Sign tier reveals there are two heads, not one. This scene only needs to plant the hole.

Exits

AObviousThe shaft, down the two live chains, forty feet to a landing. Athletics DC 10 to descend safely; a failure is a controlled slide and 3 (1d6) bludgeoning damage, not a fall. No check to find it. No way back up once the clapper trips.
BObviousA maintenance crawl at floor level, running inward level with the gate — a keeper's route, low and dry. No check.Rider: you arrive at ankle-level through a hatch; the party comes up one at a time over two rounds.
CHiddenBehind the snapped chain, a chase for the third counterweight, bricked at the far end but with the mortar failed. Investigation DC 15, then Strength DC 13 to push through.Rider: you arrive filthy and loud — the crash of the bricks means the next room's threat, if it has one, is awake and facing the party's entrance.
Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2. The shaft descent is Athletics DC 8 and the slide does no damage
9As written
12DCs +1. Three guards above, one of them alert and walking a beat over the housing grate
15DCs +3. The housing is trapped against exactly this kind of entry: a Daedalan alarm (Investigation DC 17 to spot, Thieves' Tools DC 17 to silence) that rings in the gatehouse and puts a Cult of the Thread patrol on the party's trail for the first three rooms
Table-Safety Note

The lightest premise in the deck alongside B02 and B10 — the party chose the crime, nobody is captive, and nothing is taken from them. Safe to run cold with a table you do not know.

DM Notes
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