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8

Wrecked Into the Salt Halls

BeginningImplies X16, X11
Illustration: Beginning 8 — Wrecked Into the Salt Halls
Illustration: Threads — Thread VIII
The clue

The storm put you through the cliff. That is the only way to describe it: a following sea lifted the ship, the helmsman screamed something about a white line in the rock, and the hull went into a sea cave at the speed of a thrown spear and came apart around you.

You are on a shelf of wet limestone in the dark, coughing brine, and the sea is still coming in behind you in long booming pushes. Ahead — inland, uphill, away from the water — the cave stops being a cave. There are steps. Someone cut steps.

Premise. The party arrived by shipwreck through a sea cave, which means the water is both how they came in and how they can leave. That is why this Beginning points at the two seaward Resolutions: the party already knows the sea is reachable, and the whole session becomes a search for the place where the maze touches it again.

Starting State

Opening Scene

A tidal shelf 40 ft × 30 ft, sloping up and inland, with the sea cave behind and cut steps ahead. The water reaches the bottom third of the shelf on each surge, and the surge comes every ten rounds — which is your clock and should be narrated out loud from round one.

No creatures. The scene is a salvage decision under a tide. Ten rounds of "what do you save," then the water tells them to move.

Salvage, one item per PC per round, before the surge.

Item What it costs What it gives
The shuttered lanternFreeThe party's only reliable light for the first hour
Two casks (water, and salt beef)One round eachRations for the run; the empty cask is buoyant, which matters in X11
The sparTwo rounds, Athletics DC 13Twelve feet of shaped ship-timber. A raft's spine, a lever, a bridge
The helmsman's chart-caseOne round, Investigation DC 12Waxed leather, contents dry. A coastal chart with the cliff marked — and a cave mouth marked do not
A drowned crewman's kitOne roundA knife, a purse, and a small carved Poseidon that is worth having in a maze this wet

The tide. On round 10 the surge takes the shelf's lower third and everything left on it. Do not kill a PC with this; sweep gear, not people. A character caught by it makes Athletics DC 13 to hold on, and on a failure is dragged 20 ft back toward the sea and takes 3 (1d6) bludgeoning damage.

The steps. Cut, worn, and old, going up and inward, with a shallow channel alongside them that the sea has cut over centuries. The channel runs inland, which is impossible for seawater and is the first hint of X11's river.

First Clue (Whisper tier)

The party is standing in it. The sea is inside the maze, and it comes and goes. Deliver the Whisper as the sound behind them changing pitch — a second boom, deeper, from somewhere ahead and to the left, out of time with the surge behind.

That is X16's Whisper (there is another way the sea gets in) or X11's (there is fresh water under this, running to the sea). Both are true and neither is confirmed. Use whichever you rolled, and let the other stand.

Exits

AObviousThe cut steps, up and inland. No check.
BObviousThe channel beside the steps, waist-deep, following the water inward. No check.Rider: you arrive wet to the chest — resistance to fire damage for one round, disadvantage on Stealth for one room, and your footprints are obvious to anything that reads them.
CConditionalA flooded siphon at the shelf's low end, passable only between surges (Athletics DC 15, holding breath, two rounds of swim). Opens only if someone looks into the water during the salvage.Rider: you arrive on the far side of a water-lock — nothing that hunts by scent can follow you for two rooms, and you have no dry light source at all.
Scaling — APL 6 / 12 / 15
APL Adjustment
6No exhaustion. Surge every twelfth round. DCs −2
9As written
12Surge every eighth round. DCs +1. Two casks are stove in
15Surge every sixth round, and something in the sea cave takes an interest — a scyllan tentacle (Deep Water Kin, W14) sweeps the shelf once on round 6: +8 to hit, 14 (2d10 + 3) bludgeoning, and a grapple that drags 15 ft toward the water. It does not pursue past the steps. DCs +3
Table-Safety Note

Drowning, shipwreck, and dead crewmates in the water. This is one of the deck's harsher openings and drowning is a common, specific fear — name it before you run it. The softer framing: the ship grounded rather than broke up, the crew got off, and the party swam a short distance in no real danger. Keep the soaked gear and the tide clock; lose the bodies.

DM Notes
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