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7

The Ones Sent After

BeginningImplies X05
Illustration: Beginning 7 — The Ones Sent After
Illustration: Threads — Thread VII
The clue

The locket is enamel over gold and it opens stiffly, because it is new. Inside, painted small and badly, is a girl of about fourteen with her mother's chin and somebody's stubbornness: Kleio, of a house whose name is on three ships in the harbour, missing nine days.

The mouth of the passage is a service entrance behind a laundry, and there is a palace guard leaning against it who has been paid to look elsewhere for exactly as long as it takes you to walk past him. He does not wish you luck. He says, "Nine days," as though correcting a figure you had wrong.

Premise. A professional retrieval. The party has been hired to go in and bring a living person out, which is the cleanest possible mandate and the one that makes every room's "do we have time for this?" question bite. Nine days is a long time. Everyone at the table knows what nine days usually means.

Starting State

Opening Scene

A 50 ft × 20 ft service corridor of unfinished limestone, three doors on the left that all open on laundry stores, and at the far end a widening where the corridor stops being palace and starts being maze — the join is visible, dressed stone giving way to the older mortarless work.

No creatures, and the scene is an investigation. Everything here is evidence that somebody came this way nine days ago, and the party's first job is learning to read it. That is exactly the skill X05 will demand of them.

The trail, in the order it should be found.

Evidence Check What it says
BootprintsSurvival DC 12Two sets in, one set out. The one going out is heavier — carrying something, or someone
A torn hemInvestigation DC 13Good linen, dyed with murex. Her family's colour. It is snagged waist-high on the join, which means she went in walking, not dragged
Chalk marksInvestigation DC 14Someone marked the wall here with a numbered arrow, professional and confident: 1 →. Not her hand
A cold campfireSurvival DC 14Two nights old at most. Whoever made it stayed close to the entrance and did not go deep
The guardPersuasion DC 12She went in alone, on purpose, past him, and paid him more than the party's client did

That last one is the scene's turn. Kleio was not taken. She walked in, having bribed her way past, and she was not the first: the guard has been paid four times this season. The party's mandate quietly changes from rescue to retrieval of a person who may not want to come, and X05 is built for that.

The chalk marks are not hers. They belong to the Surveyor's Crew (see B11), who are somewhere in here doing a job, and the party can follow their numbering for as long as it lasts. It lasts four rooms and then the numbers stop mid-sequence.

First Clue (Whisper tier)

X05's Whisper, and the guard hands it over for a copper: "She went in on her own. Nobody made her."

Deliver it as gossip rather than revelation, and do not let anyone confirm it yet. The idea that the girl they were sent to save is down there by choice should sit unresolved for four or five rooms; X05's Trace and Sign tiers pay it off.

Exits

AObviousThe widening at the end of the corridor, where the palace becomes the maze. No check.
BObviousA laundry chute in the second store-room, which drops eight feet into a sluice run. No check, no way back.Rider: you arrive wet and smelling of ash and lye — advantage on any check to avoid being tracked by scent for the next two rooms, and disadvantage on Stealth in the first one, because the sluice grate bangs.
CConditionalA bricked door in the third store, which the Surveyor's Crew opened and re-stacked behind them. Opens if the party follows the chalk numbering (Investigation DC 14 to realise the marks lead here, not to exit A).Rider: you arrive on the Crew's route, which means the next room has one fewer hidden exit to find — the DM tells the party where one of them is, free.
Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2. The guard talks for free
9As written
12DCs +1. Drop one healer's kit and the draughts from the outfitting
15DCs +3. The guard is dead in the third laundry store, two days old, and somebody wanted the party's questions unanswered — which means someone knows they are coming
Table-Safety Note

A missing young woman, a nine-day silence, and a client who has already asked for a body. That is a heavier frame than it looks. Say the third clause of the brief out loud at the start and check the table is comfortable with it, and be clear that Kleio is alive — she is, in every version of X05 — so nobody plays five hours braced for a corpse.

DM Notes
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