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5

Carry Them Out

ResolutionEntry-linked: B04, B07
Illustration: Resolution 5 — Carry Them Out

She is sitting with her back to the wall in the dark, and she has heard you coming for a long time, and she has decided what to say.

"Left, left, right, the room with the water, left, the room with the smell, right, right, and then it is the stair." She says it like a girl reciting a lesson. "That is from the room with the bronze teeth. I do not know where you came in."

The locket in your pack is a poor likeness. She has a harder face than the painter gave her.

The Way Out

Nobody maps the Labyrinth. But a person who has been inside it for nine days, alone, frightened, with nothing to do but survive and count, has learned it — not as a map, which the maze defeats, but as a sequence: turns, smells, sounds, the temperature of particular walls, the room where the water drips in threes.

The route exists only inside somebody's head, and that somebody has to walk it. They cannot draw it. They cannot dictate it usefully. They have to be there, at each junction, listening — and they have to be alive and able to travel and willing to do it with a party of armed strangers.

This is the Labyrinth's escort Resolution, and it is the only one where the way out is a person.

Requirements

Requirement Where it comes from
Finding themR070 Shrine of the Missing Girl is the signpost — votives left by somebody keeping track of their own days. R091 Cell of the Chained Prophet is the alternative captive: older, madder, and better at it. R076 Alcove of the Kind Shade knows where they are and will say
Getting them travel-readyNine days of bad water and no sleep: they are at 4 HP, two levels of exhaustion, and one twisted ankle. A short rest, food, and a Medicine DC 12 fixes the body. The exhaustion is the real problem and rations are the real answer — R050 The Quiet Kitchen and R019 The Tallow Refectory exist partly for this
Their trustNot a check. They have been hiding from things that walk in groups and carry weapons. They will come if the party puts weapons away, sits down, uses their name, and lets them set the pace. Roll nothing. Play the two minutes
A party that can escortThe route is 40 minutes of maze at a walking pace with a limping guide. Anything the party would normally run past has to be fought, talked past, or avoided at the guide's speed

Clues

Tier Line to deliver
WhisperNine scratches on a wall, in a group of five and a group of four, at about the height of a child's shoulder.
TraceA cache: a folded scrap of cloth, a knuckle of bread gone green, and a lamp-stub with an hour left in it, tucked into a niche where nobody tall would look.
SignVotives at a shrine — a hair-tie, a shoe-buckle, a bead — one for each day, left by somebody who was counting and who wanted the counting witnessed.
ProofHer voice, somewhere ahead in the dark, reciting a sequence of turns to herself the way you would rehearse a psalm.
PathThe sequence, said out loud to the party, in full, from a landmark they recognise — and the admission that she does not know where they came in.
DoorThe stair at the end of the recitation, exactly where she said it would be, with her standing at the bottom of it refusing to go first.

Resolution Scene

Twenty minutes, and the decision is whether to trust a route only one person can see.

Phase one — the approach (5 minutes, no dice). They are hiding and they are good at it. Let the players find them by being quiet and unthreatening, not by rolling Perception. The scene's tone is set here: this is a person, not an objective.

Phase two — the walk (10 minutes). Six junctions. At each one the guide stops, listens for a slow ten seconds, and names a direction, and at two of the six the party's own instincts will disagree — the guide chooses the corridor that smells worse, or the one that is obviously a dead end, or doubles back through a room they cleared.

Phase three — the stair (5 minutes). She stops at the bottom and will not go first. Nine days is long enough to stop believing in doors. Somebody has to go up and come back down and tell her it is really there.

Fallback

The guide is dead, or catatonic, or refuses, or the party never found them.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Four junctions instead of six, one encounter instead of two, and the guide is in better shape — one level of exhaustion, no injury
9As written
12Eight junctions, three encounters, and something is tracking the guide specifically — it has been hunting them for nine days and it knows their route. DCs +2
15As APL 12, and the guide is a liability the maze wants back: the finale's retinue has been sent for them by name. Two junctions are wrong instead of one
DM Notes
← Resolution 4 Deck tables Resolution 6 → Resolution 5 of 20