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7

The Unburied

ResolutionRollable (d20)

There is a hollow in the dust of this corridor the length of a person, and nothing lying in it.

Further on there is a coin on the floor, green with age, worn thin, sitting by itself where a mouth would have been. It has been lying on clean stone for four hundred years, waiting to be paid to somebody.

And the draught, when it comes, does not smell of damp or of stone. It smells of dug earth.

The Way Out

The Labyrinth has been killing people for four centuries and it has never once buried one. The shades in it are not hostile so much as unfinished, and three of them can be finished. The rite is the oldest and least clever thing in this book: say who they were, pour water, pay the ferryman, and put them under earth. It is not a spell and there is no check that makes it work. It is carrying, digging, and saying the words out loud in a maze where saying anything out loud is how people die.

The three, as written. A DM can run all of them off this page.

Who they were How they died What this one's rite needs
Kallias son of Damon, hoplite, third file — R013Sealed behind the door his file was set to hold, and died of thirst on the wrong side of it. Somebody laid his kit out for a funeral nobody came back to holdHis bones went onto the shelves and cannot be told from anybody's. You cannot gather him. Bury the kit that was laid out for him — the name is punched on the shield rim — in the spent sowing grooves ten feet away. The whole rite fits inside one room
Thaleia the weaver, of the tribute quarter — R054Went off the ninth step into the open well, going back up for her boy. She is still turning to call himHer bones are sixty feet down in the passage the stair does not reach: a rope, an anchor, and somebody willing to go and fetch her up. She wants an answer, not a name — say Hylas back to her and say truthfully what became of him, which is what R076 is for
Deukalion, of the lost cohort — R022Sent out for water forty years ago, walked into the colonnade talking, and was still talking when it reached himUnder the sherd-drift at the west wall, and there is no earth in a colonnade. He must be carried out — four hundred pounds of dead soldier across the loudest floor in the maze — and his name has to be said aloud over him before he is lifted, which in that room is one sound token out of three

Do all three and the dead come. Not to fight: the maze's grey population comes out of the walls and walks the party to R087 Ruin of the Old Temple, to the shrine's north wall — red stone, no handle, no hinge, no join, and not one of that room's three exits. It is the door the priests used, back when this was a temple and not a prison, and it opens because it is asked to by people who have earned the asking.

Requirements

Requirement Where it comes from
The three deadR013 Hoplite Ossuary, R054 Stairwell of the Nine Dead, and R022 Colonnade of Sighing Shades, as the table above. R082 Charnel of the Sated and R083 Gymnasium of Dead Champions each supply a fourth if the DM needs one
A name for eachThe punched shield-rim and sealed tablet in the grave-goods of R013; the nine names at sitting height in R076 Alcove of the Kind Shade, and Ligeia, who remembers all nine and will simply tell you; the forty years of rolls and tallies at R096 Camp of the Lost Cohort; the punched trophies of R083. Religion DC 12 or History DC 13 confirms a name once the party has it
Something to pourClean water: R063 Bath of the Cold Spring, R089 Pool of the Sleeping Naiad, or the left-hand mouth of R015 Fountain of Two Mouths (the right one is foul and the rite will not take it). Wine from R058 does as well and the dead prefer it
A coin apieceGrave-coins spat out among the bones under the drift in R082 (Investigation DC 13, ten minutes, and the Ker's leash is thirty feet); the offering bowls at the second, fourth and sixth column-pairs of R022 (Sleight of Hand DC 14 not to ring them); the quartermaster's chest at R096, whose priest will hand over three without being asked twice. No coin the party brought in is needed
Earth, and something to dig withThe spent sowing grooves of R013 — dead soil that will grow nothing ever again, loose, and already in a trench; the raked sand of the skamma in R083, which costs a dedication at the rack first; the red roof-fall in the collapsed void of R087. A mattock and a trenching spade are lent freely at R096 by men who will not leave their post to help; otherwise it is a shield and forty minutes

Running one rite: four acts, no check on any of them. Dig — forty minutes with a spade in shifts, eighty with shields, Athletics DC 12, and a failed check is another twenty minutes rather than a failure. Say who they were. Pour. Put the coin in the mouth, or on the breastbone where there is no mouth left. Cover them. Religion DC 12 for the words only if nobody present would know them. The maze gets one wandering-threat roll per rite, and you should take it while somebody is knee-deep in a grave with their armour off.

Clues

Tier Line to deliver
WhisperThe draught in this passage has dug earth in it. Not damp, not stone dust — turned soil, sixty feet under a hill where there is no soil.
TraceA bronze coin lying alone in the middle of a swept floor, worn thin, exactly where a jaw would be. There is no jaw.
SignThree lines scratched at knee height beside a doorway, and a fourth begun and abandoned. Under them, pressed in wet chalk-dust, a spread hand — the old sign for one lies here.
ProofA priest's burial roll on a plaster wall: forty names in two columns, the first struck through one by one, the second untouched. At the foot, in the same hand: the second column we could not carry out by the road.
PathCut into the underside of the old shrine's offering table, a plan of the room — four pillars, the light-well, and a straight line north out of the wall to a rectangle marked with the double axe and the word for the road of the dead.
DoorThe shrine's north wall. Red stone, no handle, no hinge, no join you could get a knife into — and the dead standing in front of it, three deep, all of them facing the party, waiting to be asked.

Resolution Scene

Fifteen minutes, and the decision is what you do with a door that will not stay open.

Phase one — the third grave (3 minutes). Whoever has the spade fills the last of it in. No roll. The shade watches the way people watch a grave being filled, says one true thing, and goes out like a lamp in a draught. The three sentences are in Rewards.

Phase two — they come (4 minutes). Every shade the party has walked past comes out of the stone: the nine on the stair, the procession from the colonnade, the man with his lamp. Do not roll initiative and do not let a player do it either. Nothing touches anybody. They fill the corridor and walk, the party walks in the middle of them, and everything between here and the shrine stands aside — including what they fought earlier.

Phase three — the asking (3 minutes). At the north wall the dead stop and turn round, and nothing happens, because the door is not a mechanism. One character puts a hand on the stone and says the three names and what was done for each of them, out loud, in the first person. There is no check and there must not be one; ask the player to actually say it at the table. Then the wall moves — a whole course of red stone swinging inward on a pivot nobody cut, onto a level dry stair of older stone going up.

Phase four — the clock (5 minutes). The door stands open for ten minutes, plus one more minute each time any character says one of the three names aloud. Tell the players the clock exists. Then give them the three things worth arguing about:

Fallback

Two rites of three, or a name said wrong, or a shade struck instead of buried.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two rites, not three, and the colonnade one is not on the list — Kallias and Thaleia are both diggable in the rooms they died in. All DCs −2, digging takes ten minutes, and the door's clock is twenty
9As written
12Four rites, and the maze interrupts each one at the halfway mark: roll a wandering threat over an open grave, with the digger prone in it. DCs +2, digging takes forty minutes, and the clock is eight
15As APL 12, and something is feeding on the unburied and objects to the work — the fourth body has to be taken off whatever is eating it in R082, without a fight, before it can be covered. DCs +3, the clock is five minutes, and a wedge is the only way anybody goes back for anybody
DM Notes
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