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18

The Maze Itself

Final EncounterDeadlyAlt resolution: puzzle
Illustration: Final Encounter 18 — The Maze Itself
Establishing view
Illustration: Final Encounter 18 — The Maze Itself
In action

The door you came through closes behind you, unhurried, on a counterweight you can hear paying out somewhere in the wall.

Then a bronze plumb bob comes down from the ceiling on a long line, and swings once, slowly, over the head of each of you in turn — the way a mason checks a course — and goes back up.

Somewhere above you, a great many things begin to move at once.

DM summary. There is no monster. The chamber is a lock built to be worked from the inside by someone who knows the maze's numbers, and it is now cycling. The party has twelve beats to work out what it wants, get under something, or break its teeth.

The Boon

The Vent-FinchOptional companion

She lands on the spindle that wants turning next, and leaves a beat before the vents blow

What it is. A grey finch the size of a fist, living in the maze's vents on grain-dust and moths, entirely unafraid of people and entirely uninterested in them until somebody produces crumbs. The Vent-Finch has been in this machine her whole life and she has never once been caught in it, which is a skill.

Where it comes from. Any room with air moving through it: she comes down to a resupply room's grain sacks, she sits in the roof of a rest point, she follows a party that feeds her once and keeps following as long as they keep having food. Plant her the first time the party opens a ration pack, and do not make it a scene. Late plant: she comes out of a grit vent on beat 1 of this room, shakes the dust off, and looks at the party — which is unsettling in exactly the right way, because the only thing in here that is not trying to kill them is a bird.

What it does here. Two things, and neither of them solves the lock. She will not sit on a spindle that is wrong: set one correctly and she hops to the next one in the sequence, so a party that watches her knows the order without deciphering IN THIS ORDER YOU FOOL. And she leaves the floor a beat before the vents blow, every time, so a table that is paying attention to the bird gets one round's warning on the grit and on the ceiling's turn of speed at beat 9. What she mostly does is make the room feel survivable, and then make the players want to save something. Somebody will have to cup her in both hands during a grit blow, which costs that character their action.

What it doesn't do. She does not know the numbers, cannot turn a spindle, cannot carry anything, and will not fight — she has 3 hit points and no attack at all. She never opens the iris and never jams the ceiling. A party who never met her runs the finale exactly as written; a party who did has one more thing in the room they would be sorry to lose, and that is most of the point.

Card and numbers or jump to the card ↓

Arena

Battle-map thumbnail: The Grey Flags

Battle map: The Grey Flags — pages 1 & 2, 110 × 75 ft

The blank full spread and a dry-erase marker are this room's whole apparatus: draw the 80 × 75 ft starting walls, chalk the beat-12 footprint (40 × 35 ft) as the room text instructs, then erase and redraw the walls inward on every beat. Mark the three drains — they don't move.

Roster & Budget

No creatures. No XP. Say that out loud when you turn the page.

A Deadly encounter for six PCs at APL 9 is 14,400 XP of monsters. This finale spends nothing on bodies and pays for its rating in damage on a clock:

Source Per beat Over twelve beats
Shear line22 (4d10), one to three PCs~130 damage, spread
Grit vents (every 4th beat)11 (2d10) to everyone exposed~100 damage, party-wide
The closing ceiling—55 (10d10) to anything not in a drain at beat 12

That is roughly 250–300 points of damage distributed across the party, two resource taxes (light and mobility), and a hard failure state at the end of the count. It is Deadly by arithmetic, not by monster, and the pressure is entirely in the clock. Nothing in here has an initiative, nothing in here can be frightened, and nothing in here will negotiate.

Phases / Clock

Twelve beats. One beat is one round in initiative — roll it anyway; the party needs the turn structure. Announce the beat number every time, out loud.

Beats What the room does
1–3 — MeasuringWalls close 5 ft per beat, north and south. Grit vents on beat 4. Ceiling drops to 28 ft on beat 3. The plumb bob comes down again on beat 3 and measures the tallest PC
4–8 — WorkingEast and west segments begin sliding past each other, opening and closing 5-ft gaps along both walls. Shear lines are live every beat now. Ceiling 24 ft, then 22, then 20
9–11 — WarningThe ceiling drops 4 ft per beat instead of 2, the vents blow every beat, and every bronze surface in the room begins to ring on one note. Tell the players on beat 9 that they have three beats. A room that can kill outright telegraphs, always
12 — HomeThe ceiling arrives at 4 ft. Everything in the room that is not lying in a drain, not behind the west grilles, and not already through the north iris takes 55 (10d10) bludgeoning, DC 17 Dexterity save for half, and is restrained until the cycle resets on beat 13
13 — The IrisThe cycle completes. The north iris opens, the walls run back to their marks over about a minute, and the room begins again empty. It opens whether or not anybody solved anything. That is what a lock does

Round one. The plumb bob. Do not explain it. A player will work out what a mason measures for, and the moment when somebody at the table says "it's measuring how tall we are" is worth more than any trap description you could write.

Combat Resolution

Required on all twenty finales, and this one has to be honest: you cannot kill a room. You can break its teeth, and it costs you the exit.

Alternate Resolution

Work the lock. It was built to be opened from in here.

The three spindles stand on the centreline, and each is engraved with what it governs, in Knossian: WAY IN, WAY ON, WAY DOWN. Each has a pointer over twelve marks. Turning one spindle is an action and no check.

The answer is on the east wall. The mason's tally gives three depths in cubits — ninety, forty, seventy — and the marks on the spindles are in tens. Set WAY IN to 9, WAY ON to 4, WAY DOWN to 7, in that order, and the lock opens. Setting the right numbers in the wrong order does nothing; the second hand on the wall was warning about exactly that.

The information is all in the room Where
The three numbersThe tally, Investigation DC 12 to clear the dust, or free for anyone who looks at a wall instead of a spindle
The units are tensAny of the three lintels, each carved with its depth beside a spindle-mark, Perception DC 13
Order mattersIN THIS ORDER YOU FOOL, same tally, same check
Which spindle is whichThe words are cut into the bronze. Any character who reads Knossian, or History DC 13, or ten seconds with a lamp

Each wrong setting costs one beat and shifts the walls out of sequence — a shear line opens somewhere unexpected, and every creature standing on the centreline makes a DC 15 Dexterity save or takes 22 (4d10) bludgeoning.

Mechanical fallbacks, because a puzzle without one is a trap:

Fallback Cost
Force a spindle to its markAthletics DC 18 or Thieves' Tools DC 17 per spindle. On a failure the spindle jams and must be freed (DC 15 Strength, one beat). Success on all three opens the lock without knowing the numbers, at three or four beats' cost
Jam the ceilingA spear, an iron bar, or a ten-foot pole braced in a drain buys two extra beats before the ceiling arrives, and the object is destroyed. This can be done three times
Get in the drainsNot a solution, a survival. Three drains, two PCs each, lying flat. Everyone in a drain takes nothing on beat 12, and the room opens on beat 13 anyway. A party that simply lies down and lets the maze finish its cycle has passed this finale, and you should let them, and you should describe the ceiling arriving four inches above their faces
Break the gearingSee Combat Resolution

If the party brought the Vent-Finch, the order comes free — she hops to whichever spindle is next in the sequence and will not perch on a wrong one — and the numbers do not. She is worth about one wrong setting, which is one beat and one shear line, and she is worth considerably more than that to the table.

Solved state. The spindles seat with three heavy clicks, the count stops wherever it is, the walls run back out to their marks, and the north iris opens on a passage with cold air in it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Sixteen beats instead of twelve, ceiling arrives at 5 ft, shear line 22 (4d10) unchanged but the vents blow every fifth beat. Two spindles, not three (WAY DOWN is already seated). All DCs −2
9As written
12Ten beats. Shear line 55 (10d10), vents 22 (4d10), final crush 99 (18d10). Four spindles, and the fourth is unlabelled. Gear-trains have 60 hit points. DCs +1
15Eight beats, all damage as APL 12, and the room re-seats one correct spindle at random on beat 5 — the maze is working the lock against them. Only two drains. The gearing repairs 10 hit points per beat unless the train is destroyed outright. DCs +3

Exit to the Resolution

AObviousThe north iris, which opens at the end of the cycle whether the party solved it, broke it, or lay in a hole and waited. No check, ever; a lock's whole purpose is to open.Rider: the state you leave in is the whole story. Solved, you walk out clean and the Resolution begins with the party composed. Survived, you crawl out grey to the eyes, one exhaustion each, and everything you were carrying loose is somewhere under a wall.
BConditionalThe maintenance crawl behind the west grilles, open only if at least one gear-train has been destroyed. Single file, 40 ft, on your belly, in machine oil.Rider: you arrive at the Resolution filthy and unseen, in a line, and in whatever order you went in — which matters, because the first one out is alone for a round.
DM Notes

Boon Card

🦅

The Vent-Finch

Tiny beast, unaligned · CR 0 (10 XP) · a companion, and not a combatant

AC 13 | HP 3 (1d4 + 1) | Speed 10 ft., fly 50 ft.

2 (−4)STR
16 (+3)DEX
8 (−1)CON
3 (−4)INT
14 (+2)WIS
6 (−2)CHA

Skills Perception +4 · Passive Perception 14 · she navigates by draught rather than by light, and is not troubled by darkness

Will Not Fight. She has no attack. She flees any creature that swings at her, and she cannot be commanded into danger by anyone, including a friend.

Knows the Beat. She leaves the floor one round before any mechanism in a room she lives in cycles — a vent blowing, a wall stepping, a ceiling changing speed. A DM should describe her going up, and nothing else.

Won't Sit on a Wrong Answer. She will not perch on a lever, spindle, dial, or plate that is set incorrectly for the mechanism she lives in. She will perch on the next one that wants moving.

Three Hit Points. Any area effect that catches her kills her. A creature within 5 ft can spend its action to cup her in both hands, which protects her completely and costs that character the action.

Go and Look. On a command she understands — a whistle, a pointed finger, a held-out crumb — she flies up to 100 ft, through any gap a fist would fit through, and comes back. Her report is behaviour, not speech: she returns calm, she returns agitated, or she does not return.

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