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11

The Undercroft River

ResolutionEntry-linked: B08

The undercroft is a cathedral nobody meant to build. Four hundred years of water taking the easiest available route through soft limestone, and the route is thirty feet wide, black, and moving faster than a man walks.

It is not loud. That is the unnerving thing. A river this size on the surface would be a roar; down here it is a long smooth hiss, like something enormous being poured, and the echo makes it come from every direction at once.

There is a mooring ring set into the stone at the water's edge. Old. Bronze. Used.

The Way Out

Below the Labyrinth's lowest floor a real river runs from the island's interior to the sea. The maze's drains, cisterns, and floods all feed it. It is deep, it is quick, and it comes out at the cliff foot in about twenty minutes of travel — the fastest exit in the Labyrinth by an enormous margin, and the one that most punishes going in unprepared.

Two things stand between the party and a twenty-minute ride out.

  1. The sump. Eleven hundred feet downstream the roof comes down to the water and stays down for sixty feet. Nobody floats through a sump.
  2. The naiad. It is her river. She was here before the maze and she has watched the Deep Water Kin move into her lower reaches, and she is not pleased with anybody.

Requirements

Requirement Where it comes from
Reaching the riverDownhill, always. R002 The Weeping Cistern drains to it, R024 The Split Aqueduct is fed from it, and R014 The Drowned Ledger is below its high-water line, which is how the party learns it exists
Something that floatsA door off its hinges, the vat lid from R058 Cellar of the Wine-Dark Vat, pen hurdles from R008, or a proper raft lashed from R006's wing-frames. Six people needs about 80 square feet of buoyancy; a party who takes two trips is fine and slow
The sumpThree answers, all legitimate: hold your breath (Athletics DC 14, one round submerged, on a lifeline); lower the water by opening the sluices in R024, which drops the sump by two feet and turns it into a duck-under; or portage around it through the Deep Water Kin's gallery, which is dry and occupied
The naiadR089 Pool of the Sleeping Naiad is the introduction, and she asks a favour before she asks a toll. A party who did the favour is passed downstream with her blessing and the sump held open. A party who did not meets her here, cold, and has to earn it in one conversation

Clues

Tier Line to deliver
WhisperThe drain in this floor does not echo. Whatever is under it is too big, or too far, or too full of moving water to send anything back.
TraceA high-water line on the wall of a chamber that has no water in it at all, three feet up, marked in silt and freshwater weed.
SignA mooring ring, bronze, bolted into stone at the bottom of a service stair — worn shiny on its inner curve by a rope that was tied and untied many times.
ProofThe river itself, seen from a grating: thirty feet wide, black, moving, and the hiss of it coming up through the floor.
PathA boatman's tally cut beside the ring — nineteen strokes, and a sketch of a low arch with a figure crouched under it and the word breathe.
DoorThe landing, the moving water, and downstream on the current a faint smell of salt that gets stronger the longer you stand there.

Resolution Scene

Fifteen to twenty minutes, and the decision is the sump.

Phase one — the launch (5 minutes). Lash the raft, tie on, push off. One Survival or tool check at DC 13 for the lashing; failure means the raft is sound but sheds one item's worth of cargo somewhere downstream, and the players choose what was tied on badly.

The ride is the reward for choosing this Resolution. Four minutes of table time describing a river in the dark under a maze: the roof coming and going, drowned masonry, a chamber where the current spirals and something pale keeps pace with them and turns away, the temperature dropping.

Phase two — the sump (10 minutes). The roof comes down. The party can see the waterline meet the stone and there is no beach and no ledge and no way around.

Approach How it runs
Hold your breathOne at a time, on a lifeline, hand over hand along the roof. Athletics DC 14; a failure means a tangled line, one round of drowning, and a companion going in after them. Sixty feet is one round of held breath for anybody, which the party should be told before the first person goes
Lower the waterSomebody has to go back to R024 and open the sluices, which takes twenty minutes each way and splits the party. The sump drops to a two-foot duck-under and nobody rolls anything. This is the smart play and it should be rewarded with a completely uneventful crossing
PortageCarry the raft up the bank and through the Deep Water Kin's dry gallery. No swimming, one unavoidable encounter, and the party is fighting on a ledge above their own escape route

Phase three — the naiad. She surfaces at the sump, whether or not she was met before. If the party did her favour in R089 she holds the water down for them, says one true thing about the sea, and is gone. If they did not, she wants something small and specific — a name spoken over her water, a promise not to come back, a piece of the surface — and she wants it in one conversation, with the current pulling.

Phase four — the cliff. The river exits under the Knossian cliff at a fall of about eight feet into salt water, in daylight, with gulls. Dexterity save DC 12 or take 1d6 and lose your grip on something.

Fallback

The raft is lost, or it breaks, or nobody can hold it.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The sump is already low — a duck-under, no checks. DCs −2, and the naiad is friendly on sight
9As written
12The sump is 90 ft, which is two rounds submerged, and the Deep Water Kin have a picket on the far side. DCs +2
15As APL 12, plus the river is in spate from the maze's own flooding: the ride is white water (three Dexterity DC 15 saves against 2d8 and being swept off), and something is in the water with them the whole way down
DM Notes
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