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4

The Hour the Door Opens

ResolutionRollable (d20)

The chamber is thirty feet square and there is nothing in it — no bones, no lamp brackets, no marks on the walls but one: a stone bench along the south side, worn into hollows by people who sat on it a great deal.

Above the bench the ceiling opens into a bore going up and away at a slant, fourteen inches square, dressed as carefully as a well and far too narrow to be a way anywhere. Under it, flush in the floor, is a plate of black bronze the width of a shield, swept clean. Opposite, in a groove, stands a bronze leaf with no handle and no keyhole.

The Way Out

The shaft is not a shaft. It is a calendar, and the door is its hand.

Somebody raked ninety feet of bore through the rock at the angle that puts the rising sun on this floor on one morning of the year, and built a door that reads the light. Under the black plate is a sealed copper vessel of air; under that a stone jar of water and a lead pipe to a bucket on a chain. Warm the plate, the air swells, the water is driven up the pipe, the bucket outweighs the counterweight, and half a ton of bronze rises in its groove. The light goes, the air cools, and the leaf comes down.

The party never has to work any of that out. The door is not a puzzle and does not want solving — it opens itself for anyone standing in the room at the right minute of the right morning and stays open as long as the light is on the plate. Which is four minutes. Forty rounds, once a year. The whole problem is knowing when, and then being here, which means choosing to sit still in this maze while it comes looking for you.

Requirements

Knowledge, all of it, and all of it findable inside the maze.

Requirement Where it comes from
Which morningR059 The Counting Room — the tally walls are not a body count, they are a calendar: bands of five, every three hundred and sixty-fifth mark cut deeper, and one of the deep ones ringed. Investigation DC 14 turns it into a date. R091 Cell of the Chained Prophet will simply tell them what day it is, without a check, and he is right
Which hour, and how longR087 Ruin of the Old Temple — its own light-well was cut to catch the sun at one hour and is now plugged with maze fill. History or Religion DC 13 gives the reckoning the masons used: the second hour after sunrise, and the mason's note beside it that a light-shaft holds the sun for the length of four hundred breaths
Keeping the count undergroundR091's drip fills its worn hollow at a rate a patient person can measure; R059's hundred-socket board and bowl of pebbles is the tally to measure it against. Either alone is a rough clock, both together a good one. A marked candle also works and is worse
Where the chamber isR037 The Cartographer's Cell — Dexios's wall notes carry a bearing and a pace count to a dead-end chamber with a slanting bore he never reached and could not explain. R099 The Cartwheel Rotunda is the junction that reaches that quarter of the maze, and a lamp left in one of its outer mouths is how a party finds the same door twice
Leaving the machine aloneR073 The Balance Hall and R021 The Weighing Floor both teach the same lesson in a form a party remembers: a Daedalan counterweight opens for a load and closes when the load goes, and chocking one breaks it permanently. A party that has met either will not put a crowbar in this groove

Clues

Tier Line to deliver
WhisperOne handspan of the corridor wall, at shoulder height, is warm. There is no fire within a mile of here and there has not been for years.
TraceA stripe of bleached stone four inches wide, running down a wall and out across the floor and stopping at nothing — the colour limestone goes when the sun has had it.
SignA tally cut beside a doorway in bands of five, and every so often a mark cut twice as deep. One of the deep ones has a ring scratched round it, and there are nineteen ordinary marks after it.
ProofA mason's section drawing: a chamber, a bore going up and away at a slant, the sun's line ruled straight down it, and the angle written beside it in a working hand. Underneath, in the same hand: the other one we left open.
PathSix lines in a surveyor's notation — bearing, depth, pace count — and then plain Greek: the Old Door. The nineteenth morning from the ringed mark, at the second hour. Four minutes. Be early.
DoorThe chamber itself: the worn bench, the black plate swept clean under a bore too narrow to climb, and a bronze leaf standing in a groove with nothing on it to grip.

Resolution Scene

Twenty minutes, and the shape of it is a wait with four minutes on the end. Say the four minutes out loud when they arrive, and count the rounds aloud when they come.

Phase one — arriving early (2 minutes). Setting up is free and matters: sweep the grit off the plate, hang the drip where it can be heard, lay the pebbles out, clear the groove of rubble, block the doorway with the bench, set a watch order. Then ask each player what their character does with the hours. That is the scene.

Phase two — the vigil (four watches, roughly 2 minutes each). One character keeps the count each watch: Wisdom (Survival) or Intelligence (Investigation) DC 13 on the drip and the board. Each failure is one drift. Drift is scenery while the party stays put — the sun tells them in the end — and it only bites if they leave.

Watch The chamber What arrives
1Nothing but the drip and the darkNothing. Do not spoil this; the silence is doing work
2The draught reverses and goes cold. Every open flame gutters out and wants relightingThree scavengers off the live warband, hungry rather than hunting. Group Stealth DC 13 in full darkness and they go past
3Dust sifts down the bore, and from a very long way up there is a goat bellA patrol on a route: one Medium encounter's worth of the live warband. It will walk past a dark, silent room
4The bore goes from black to greyThe noise clock cashes in. Whatever the party fought loudest comes back with company: one Hard encounter, in the room they need intact

Phase three — the four minutes. A bar of gold appears high on the north wall and walks down it. It touches the plate; count thirty seconds; something under the floor knocks twice, and the leaf goes up in its groove with a hiss of water. Beyond it, seventy feet of raking stair, gorse roots through the joints, and morning.

Fallback

Wrong day, wrong hour, or an hour too late. They do not wait a year.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three watches, one arrival, and the drip clock is already rigged by whoever sat here last. All DCs −2, the window is six minutes, and the leaf stays up until somebody steps clear of the plate
9As written
12Grit sifts down the bore all night: the plate must be swept in every watch (Perception DC 14 to notice it is dirty) or the door lifts three feet. Arrivals in watches 2, 3 and 4, DCs +2, window three minutes
15As APL 12, and the groove is fouled with rubble somebody packed in on purpose — Athletics DC 17 during the light or the leaf stops at four feet. Watch 4 is the live warband in force, the window is two and a half minutes, and whatever survives follows the party up the stair into the daylight
DM Notes
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