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9

The Delivery

ResolutionRollable (d20)
Illustration: Resolution 9 — The Delivery

The cellar smells of tallow, brine, and the sour end of last year's wine. Forty empty jars stand along the wall in ranks, mouths up, each one tall enough to hide a person who does not mind their knees.

Above and outside a chain is running, and it keeps running. The cold air coming down the chute with it smells of a wet street before dawn: dung, straw, rain. A man comes in with a lamp and a wax tablet, and starts counting jars.

The Way Out

Nothing grows down here. Every lamp burns oil pressed in a grove somebody owns, every candle was rendered from a beast that ate grass, and the firewood beside the refectory hearth came off a hillside with trees on it. The maze is victualled, by a palace, and a palace keeps accounts — so it is victualled on a round.

Nobody in this ending is helping you. They are not guards, not initiates, not anybody's agents; they are men on a wage at four in the morning who want their breakfast, and they will not hide the party or lie for it. They will, however, fail to look — and a party that can hold still, smell right, and let a bored man count jars a foot from its face is in daylight before he finishes his tally.

Requirements

Requirement Where it comes from
The roundR014 The Drowned Ledger is a receiving clerk's office: among the forty-one surviving wax tablets are victualling entries — jars down, jars up, by day and hour — and the round has not changed in a century. R059 The Counting Room has the living version: the surveyor's tally-board carries an outer column, advancing by threes, with carts written at its head. Investigation DC 14, or free to anyone who reads either document aloud
Something to ride inside or underR084 The Cool Cellar — eleven sunken pithoi, one cracked and empty, and the ranks of returns beside them. R090 The Vintner's Trap — the stacked amphorae on the walkway, empty, shipping marks still on their shoulders. R058 Cellar of the Wine-Dark Vat — sixty-one casks, five courses, and most of them going back up
Smelling and looking like freightR019 The Tallow Refectory — tallow, sacking, cold mutton fat, and a stack of firewood that came down this same way. R090 or R058 do it faster and worse: must to the elbow, or wine to the knee. Ten minutes and no check, and it is the requirement parties skip and then regret
The route to the cellarThe victualling corridors are threaded for the drovers, and the guide-line is thicker, waxed, and rubbed shiny at hand height on both sides. R026 Court of the Thread-Wardens teaches the knots; anyone who read the splices there recognises the line anywhere, no roll. Otherwise Survival DC 13 to follow ruts, dung, and spilled grain uphill
Being there on the morningR093 The Bronze Cattle Chute is the way up, and the drovers' route-board hangs by its windlass: a scratched plank listing the day's runs in order. Perception DC 12 to read it, and it names the hour. The chute is a goods road that happens to be swept by a mechanical herd; the herd runs to clear the rail, not to kill anyone

Clues

Tier Line to deliver
WhisperA stack of split olive-wood beside a hearth, seasoned and axe-cut, in a place where nothing has grown for a thousand years.
TraceTwo grooves worn a hand deep into the flagstones, four feet apart, running away into the dark — and a dry cake of ox dung lying between them.
SignA chalk mark on the shoulder of a cask, in a clerk's hand: a house sign, a quantity, and a date. Somebody consigned this. Somebody expected it back.
ProofA tally-board with a column nobody reads, ticking up by threes, and one word written at the head of it: carts. A man underground with no sun kept his calendar by the deliveries.
PathThe drovers' route-board by the windlass. The day's runs in order, an hour against each, and the last line: empties up, first light.
DoorNine empty jars roped onto a truck in a cold cellar, a chain running above them, and grey light four hundred feet up the incline.

Resolution Scene

Twenty minutes, and the decision is whether you go up as cargo or as labour.

The arithmetic. The tallyman knows six of the seven faces. Two extra pairs of hands on a busy morning is ordinary. Six is a problem. So the party splits, and the split is theirs: some carry, the rest ride.

The six beats. In order, each on a different ability, about a minute apiece.

Beat The check On a failure
1 · Getting aboardStealth DC 12 while the drovers are at the far endA jar rocks. +1 Notice
2 · The floor tallyConstitution DC 10 — dust, tallow, cold, do not cough+1 Notice, and he pauses beside that jar
3 · The lashingDexterity save DC 12 as the rope comes over the loadThe rope pins a shoulder; hold or yelp. +1 Notice
4 · The haulNine minutes of banging trucks. No check — this is the beat where the drovers talk about the maze over your head—
5 · The gate tallyA second man, a second list, daylight. Deception DC 13 or Sleight of Hand DC 13+1 Notice, and he calls the tallyman over
6 · The yardFifty people, and getting off a cart is the loudest thing you do all morning+1 Notice

Notice is a track of three. At one, a drover looks twice. At two, the train halts while somebody walks the row with a lamp — one round to fix it with a bribe, a thrown voice, or somebody stepping out as hired labour and taking the attention. At three they are found and the Fallback runs. No single failure ends this ending, and the tension is entirely in the number, so say it aloud.

Fallback

Costly, twice over, and the party is outside at the end of both.

Either way they are on the surface within the hour: the fallback never costs the escape, only the anonymity that was the prize.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The round is every second day, so nobody has to wait. Five drovers, no second tally at the top gate, and Notice is a track of four. All DCs −2
9As written
12Nine drovers, and the tallyman counts the empties by weight on a beam scale at the gate — a loaded jar is caught with no check unless the party has balanced the load. Notice is a track of two. DCs +1
15As APL 12, and it is the ninth day: cattle on the hoof in the chute, the bronze herd running behind them to keep them moving, and a priest of the Cult riding the last truck with a written manifest, checking seals. DCs +3, and the yard above is full because it is market morning
DM Notes
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