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10

Ariadne's Thread

ResolutionEntry-linked: B04
Illustration: Resolution 10 — Ariadne's Thread

The thread runs out of the dark and into the dark, dyed red, thinner than you expected — the sort of thing a woman would have in her workbasket rather than a thing made for this. It lies along the join of floor and wall like it has been laid there by someone in a hurry who nonetheless did it properly.

A hundred feet along, it has been cut, and re-tied, and the knot is not hers.

The Way Out

A single continuous line of dyed wool, laid from the entrance inward by someone who walked in on their own and intended to walk out. Follow it back and it takes you to the bronze gate, past every turn the maze can invent, because it does not care about geometry — it cares only about where it has already been.

The complication, and the entire reason this Resolution is a scene rather than a walk: the Cult of the Thread (W18) has been cutting and re-tying it for years. They believe the maze should be navigable only by the initiated, so they splice the line into their own routes — every re-tied knot leads to a Cult corridor rather than the gate. The party is not following Ariadne's thread. They are following a thread that is partly hers.

Requirements

Requirement Where it comes from
The spool, or the thread itselfR030 Ariadne's Second Spool is the strongest source: an abandoned spool and a torn note. Any Lore & Navigation room can carry a length of it at your discretion. If Ariadne appears in person, she has it
Which end leads outR059 The Counting Room tells the party how deep they are, which resolves the ambiguity mechanically. Otherwise: Survival DC 15 on the thread's lay, or Investigation DC 14 on the dust either side of it
A way past the re-tiersR026 Court of the Thread-Wardens and R003 Hall of Nine Doors both teach the Cult's splice — their knots are square, hers are not. Recognising the difference is Investigation DC 13 once, then free
Ariadne herself (optional)If she appears, she is an ally or an absence, never a victim. She does not need rescuing and she will not lead the party out; she will tell them which knots are hers, which is better

Clues

Tier Line to deliver
WhisperA priestess says to a child, not to the party: "Hold the thread. Do not let go of the thread."
TraceA single red fibre caught in the grating of a drain, or in the join of two stones where a hand steadied itself. Wool, dyed, not old.
SignA length of thread, forty feet of it, running along the floor-and-wall join — and cut clean at both ends, with the cut ends laid neatly side by side by somebody tidy.
ProofThe spool: boxwood, half spent, and a note in a woman's hand that reads if it is cut, follow the knots that are not mine.
PathThe thread, unbroken for a hundred feet, running out of the boss chamber's own doorway — and the party can see, now, that there are two kinds of knot in it.
DoorThe gate. The thread goes under it. On the far side, somebody has been holding the other end for nine days and has not let go.

Resolution Scene

Fifteen to twenty minutes, and the decision is which thread to trust.

The party follows the line back and reaches a junction chamber — 40 ft across, six passages, and the thread entering by one and leaving by three. Somebody has spliced it into a fork. Two of the three are the Cult's; one is hers.

The three ways to resolve the fork.

  1. Read the knots. Investigation DC 15, or free for anyone who learned the splice earlier. Her knots are a weaver's — asymmetric, tied one-handed. The Cult's are square and sailor-neat.
  2. Read the wear. Survival DC 14. One passage's thread is dusty and untouched; two are worn shiny by hands. The Cult uses theirs. She used hers once.
  3. Ask. There is a Cult warden in the junction — one, not a warband — re-tying the line with a bone needle, and he will talk. He is not lying when he says all three lead out. He simply does not mean out of the maze. Insight DC 14 catches the evasion; Persuasion DC 17 or a genuinely good argument about who the thread belongs to gets him to point at the right one, sourly.

The pull. Whichever way the party goes, the thread is taut and something at the far end is taking up slack. If they follow her line, it is a woman winding it in from outside the gate, and they arrive at a gate that opens as they reach it. If they follow the Cult's, it is four wardens winding it in from a shrine, and the party's escape becomes a fight they did not need to have.

Give the party the chance to be wrong and recover. A wrong turn costs ten minutes of table time and one encounter, not the session.

Fallback

The thread is cut, lost, or burned. Every Resolution has a costly way through, and this one is the best of them: find where it was severed and read the splices in reverse. The Cult tidies. Their knots are consistent, their corridors are marked, and their own route to the surface is genuinely a route to the surface.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two-way fork instead of three. All DCs −2, and the warden is talkative
9As written
12Four-way fork, DCs +1, and the warden has two acolytes who leave to fetch help the moment the party arrives
15Four-way fork, DCs +3, and the Cult is actively cutting the line during the scene: every round the party spends deliberating, one more splice appears somewhere behind them
DM Notes
← Resolution 9 Deck tables Resolution 11 → Resolution 10 of 20