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12

Bring It Down Behind You

ResolutionEntry-linked: B12
Illustration: Resolution 12 — Bring It Down Behind You

The mason's confession is four tablets long and it is not about theft or murder. It is about a pillar.

I told him the west range wanted three and he gave me two, and I built it with two, and I have not slept in the eleven years since. If it ever comes down it will come down all at once and it will start in the room I am standing in.

There is a chalk cross on the pillar behind you. He made it himself, and he made it so that somebody would know.

The Way Out

The Labyrinth is not a cave. It is masonry, over a hundred years old, built fast by a man in a hurry for a king who kept changing the brief, and it has one structural sin: the west range's vault is carried on two piers where it wants three. The mason who built it wrote that down and left the tablets where they would be found.

Bring the west pier down and the range comes with it — a rolling collapse that runs outward through the maze's oldest corridors at about the speed of a hard run. Ahead of it, if the party has read the map right, is a stair to the surface.

This is the Resolution for a party that wants the Labyrinth to stop existing. It works. It is the loudest, most irreversible ending on the list, and it kills things that cannot get out.

Requirements

Requirement Where it comes from
Which pillarR062 The Mason's Unfinished Wall is the source: the confession, the chalk cross, and a sketch. R073 The Balance Hall and R033 Trap of Tightening Walls both teach the same lesson mechanically — this maze is held up by fewer things than it looks. Investigation DC 15 in R062, or free if the party reads the tablets
A meansAny of: the counterweight cages of X19 dropped down the pier shaft; R077 Furnace of Falling Coals vented against the pier's base; the sluices of R024 The Split Aqueduct opened to undercut it; a cyclops from R043 or R023 persuaded to swing once; or forty minutes of honest work with a pick and Athletics DC 16
A routeThe collapse moves at 60 ft per round through old masonry, faster in the corridors, slower under vaulting. R037 The Cartographer's Cell and R059 The Counting Room are what make a survivable route plannable rather than a guess
A decision about who is down hereThe chained prophet of R091. The kind shade of R076. The captives, the surveyor's crew, the naiad, whoever the party has met and left alive. Make the party say out loud what they are doing about them

Clues

Tier Line to deliver
WhisperDust comes off the ceiling when something heavy walks two rooms away. Fine, grey, and steady, from a crack that runs the length of the vault.
TraceA crack with a glass tell-tale cemented across it — an old mason's trick for watching a wall move. The glass is broken.
SignA chalk cross on a pier, redrawn many times over many years by the same hand, each time a little more emphatically.
ProofFour wax tablets in a niche, in a mason's hand: I told him the west range wanted three and he gave me two.
PathThe mason's own sketch, with the pier marked, the range shaded, and a stair drawn in the corner with the note forty count, if you run.
DoorThe pier itself, two feet out of plumb, groaning quietly under a hundred years of somebody else's mistake — and the stair, in sight, at the end of a straight corridor.

Resolution Scene

Twenty minutes, and the last five of them are a chase.

Phase one — the choice (10 minutes). The party stands at the pier with the means in hand. This is the moment to make them account for it: the prophet is still chained, the kind shade is still in her alcove, the sirens are still on the shelf, and everything the party bypassed rather than killed is still alive down here. Do not lecture. Just ask who is coming with them, and let the party answer.

Anyone the party goes back for costs four rounds of the collapse budget each.

Phase two — the pull. One action, and it is worth ceremony. Describe the pier's first movement as small: a sift of dust, a sound like a door in another house.

Phase three — the run (5 minutes, in initiative). Nine rounds from the pull to the stair-head, and the collapse advances 60 ft per round from behind.

Round What the maze does
1–2Dust and noise. A held-breath moment where nothing happens and everyone wonders if it worked
3The first ceiling goes. Difficult terrain in the corridor behind; anything the party left back there is gone
4–6Dexterity DC 14 each round against 2d6 bludgeoning from falling stone. One doorway drops and must be gone around, or forced at Athletics DC 14
7Something else is running the same corridor, in the same direction, for the same reason. It does not attack. Let the party decide whether to
8–9The stair, and daylight coming down it, and the collapse arriving at the bottom step about a round after the last character leaves it

The thing running beside them in round 7 is the scene's best moment. Whatever the party has been afraid of for two days, at a dead run, thirty feet away, with something much worse behind both of them.

Fallback

The collapse is faster than the party. Every Resolution has a costly way through.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Twelve rounds instead of nine, DCs −2, and the collapse is polite: it announces each ceiling one round before it drops
9As written
12Seven rounds, DCs +2, and two doorways drop instead of one. The thing running alongside in round 7 is hurt and hostile
15Six rounds, DCs +3, and the collapse propagates ahead of the party as well — one round is spent running at a ceiling that is already coming down. Reward flight, teleportation, and stone-shaping outright
DM Notes
← Resolution 11 Deck tables Resolution 13 → Resolution 12 of 20