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12

Something Worse Outside

BeginningImplies X03, X12
Illustration: Beginning 12 — Something Worse Outside
Illustration: Threads — Thread XII
The clue

You went into the Labyrinth on purpose, at a dead run, with the thing behind you close enough that one of you is going to be picking its hair out of a wound later. The entrance was a black rectangle in a cliff that everyone in Crete has been warned about since childhood, and you chose it, and every one of you would choose it again.

Forty feet in, the passage turns, and the sound behind you stops at the threshold. Not slows. Stops. Whatever it is will not come in here.

Which raises a question about this place that none of you want to ask out loud.

Premise. The maze is the safest thing available, which tells the party something about the outside and something worse about the inside. This is the Beginning for a party mid-flight — from a monster, an army, a god's displeasure, or a mistake — and it points at the two Resolutions that treat the entrance as the objective: fight back out (X03), or bring the place down behind them (X12).

Starting State

Opening Scene

A Medium encounter, and it is a chase that ends in a fight rather than a fight that happens in a room. Two things followed the party inside; the big one did not.

The entry passage: 100 ft long, 15 ft wide, turning twice, with a collapsed section 40 ft in that makes a chest-high scramble, and a widening at the end where the maze proper begins.

The pursuit. Two Keres — carrion-spirits, W20 — came in with the party, riding the same panic. They are fast, weak, and they do not stop.

Count Creature XP each
2Kere (carrion-spirit)1,100
1The thing at the threshold— (never fought)

Base 2,200; ×1.5 for two bodies = 3,300 adjusted, well under the APL 9 Medium budget of 6,600 — the pressure comes from the chase structure, not the bodies.

Run it as three rounds of movement, then a fight.

The threshold. Whatever the party ran from is visible at the entrance for the rest of the scene, and it will not cross. It does not speak. If the party goes back to look, it is still there, and it is content to wait. Never fight it, never stat it, and never explain why it will not enter — the maze's own reputation is the answer, and it is the most frightening thing in this Beginning.

First Clue (Whisper tier)

The thing that will not come in, and what it means: the maze has a threshold, and things respect it.

That is X03's Whisper (the entrance is a real, contested door — and it is still there behind you) and X12's (this place is a structure, and structures can be brought down across a doorway). Deliver it as an observation from whoever looks back: "It's not scared of us. It's scared of the building."

Exits

AObviousThe widening at the end of the entry passage, straight on into the maze. No check.
BObviousBack the way they came, to the threshold and the thing standing in it. No check, and the party may absolutely try this.Rider: they do not get out — but they learn that the entrance is a genuine exit being held, which is X03's whole premise, and they arrive at their next room having burned ten minutes and any surprise they had.
CHiddenA fissure behind the collapsed scramble, opened by the same fall. Investigation DC 13 while catching their breath.Rider: you arrive by a route nothing has used in a century — no creature in the next room has a scent trail to follow, and the party has advantage on their first Stealth check there.
Scaling — APL 6 / 12 / 15
APL Adjustment
6One Kere. Scramble DC 10. Only one PC starts bloodied
9As written
12Three Keres, and one has the Swarm trait — it splits when reduced below half. DCs +1
15Four Keres, the scramble is a 10-ft climb (Athletics DC 16), and on round 4 the thing at the threshold reaches in — one 20-ft-reach attack, +10 to hit, 22 (4d8 + 4) damage, once, at whoever is furthest back. Then it withdraws. It still will not enter. DCs +3
Table-Safety Note

Pursuit, panic, and an unkillable thing waiting at the only door — this Beginning runs on dread rather than gore, but it is a genuine "no way out" scenario and some players find that claustrophobic rather than exciting. Say up front that the maze has other exits and the party will find one. If the pursuer the table invents turns out to be heavier than expected (a domestic threat, a person), swap it for a monster without comment.

DM Notes
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