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10

The Wrong Door in Misthaven

BeginningRoll d20
Illustration: Beginning 10 — The Wrong Door in Misthaven
Illustration: Threads — Thread X
The clue

The Anchor and Fleece has two back doors. One goes to the alley where the barrels are kept and one goes to the privy, and everyone in Misthaven knows which is which, and tonight one of them is wrong.

Beyond the door is not an alley. It is a corridor of dressed limestone, mortarless, warm as a body, going gently down. Behind you the taproom is still audible — someone is losing at knucklebones, loudly — and when the last of you steps through, the door closes on a wall.

Premise. The library wink. Misthaven is the tavern the oneshot library uses as its framing table, and tonight its back door opened on Knossos. No plot, no client, no captivity: the party has full kit, whatever they were carrying at the end of the last session, and a door that is no longer there. Roll the Resolution.

Starting State

Opening Scene

A 60 ft corridor of warm mortarless limestone, sloping down at about one foot in twelve, ending at a T-junction. The door they came through is now wall — not a disguised wall, not a secret door, just wall, and the mortarless joins run straight across where the frame was.

No creatures, no checks that matter, and no way back. This is a four-minute scene whose entire job is establishing tone: something strange and enormous has happened, and nothing is threatening them about it.

Things to find, all of them fast.

Feature Check What it says
Where the door wasInvestigation DC 15Nothing. The wall is older than the tavern by three centuries and has never had a door in it. Whatever happened did not happen here
The stoneHistory DC 12Knossian palace work. A player with any Greek history knows exactly where they are and should be allowed to say the word "Labyrinth" out loud
The warmthArcana DC 14The stone is warm because something below is warm. This is not magic; it is a furnace, or a body, or both
The floorSurvival DC 11Dust, undisturbed, except a single set of bare footprints going down. Adult, barefoot, unhurried
The taproom soundAutomaticAudible for the first minute. Then not. Do not let anyone shout back through — or rather, let them, and give them silence

The bare footprints are the scene's hook and they are deliberately unassigned: they can belong to Ariadne (X10), to Kleio (X05), to the Kind Shade of R076, or to nothing at all. Decide when the Resolution is rolled.

First Clue (Whisper tier)

Roll the Resolution (d20) after the first room, then deliver its Whisper line dressed into this corridor. Three that fit especially well:

Exits

AObviousThe T-junction, left, where the corridor keeps its slope and its warmth. No check.
BObviousThe T-junction, right, cooler, with the draught coming out of it. No check.Rider: you arrive with the draught at your back — any smell you are carrying goes ahead of you, and anything that hunts by scent has a round of warning.
CHiddenA ventilation slot behind a course of stone at the corridor's midpoint, found by anyone who investigates the warmth (Investigation DC 14, then Athletics DC 12 to work loose two blocks).Rider: you arrive inside the wall of the next room rather than through its door — the party chooses where they come out, and gets one free round of observation before anything notices them.
Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2. The lamps last two hours
9As written
12DCs +1. The lamps last half an hour, because the draught is stronger than it looks
15DCs +3, and the door does not fully close: for the first three rooms, one PC per room hears the taproom faintly, from the wrong direction, saying something they will not want repeated. It is not a threat. It is worse
Table-Safety Note

The gentlest premise in the deck. Nobody is captive, nothing is confiscated, nobody died, and the tone is wonder rather than dread. Use this Beginning for a nervous table, a new player, or a session that follows something heavy.

DM Notes
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