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13

The Long Way Under

ResolutionRollable (d20)
Illustration: Resolution 13 — The Long Way Under

Four courses of dressed ashlar, laid by somebody who knew his trade, and then the wall stops being a wall.

Below the last course the stone is raw and scalloped and rounded, worn into shapes like the inside of a shell, and it is wet, and it goes down. There is a sound from it that you have not heard in two days: water running somewhere with no drain to run into and no cistern to fill.

The air coming up is cold, and it smells of wet rock, and underneath that — faintly, impossibly — of goats.

The Way Out

The Labyrinth is cut into limestone, and limestone has passages of its own that are older than Daedalus and were never part of anybody's plan. His masons hit them, swore, floored them over, and went on building. Go down far enough and the dressed stone simply gives out; beneath it is a river-cut cave system that drains inland and comes up in a shepherd's sinkhole a day's walk from the sea.

It is not especially dangerous. It is long. Thirty hours underground, most of it walking, some of it on hands and knees. Nothing in it wants to eat the party. What it does instead is take things away steadily: light, warmth, dry clothes, the food in the packs, and the strength in six pairs of legs.

Every problem the maze was posing — doors, warbands, the thing three rooms back — gets replaced by four: light, water, cold, and the arithmetic of what six people can carry. The way out is downward, on purpose, and the decision is committing to it, because somewhere around hour ten there is a point past which turning back costs more than going on, and the party should be told that before they take the first step.

Requirements

Requirement Where it comes from
Thirty hours of lightA torch is one hour, one pound, and 20 ft of bright — thirty of them is a sack of grain nobody can drag through a crawl. A lamp and a flask of oil is six hours for the same pound. Budget two lamps lit and one spare, fourteen flasks, and twenty tallow candles as the reserve. The tapped barrel in R005 The Chandler's Rest fills every flask and jar the party owns; R019 The Tallow Refectory burns nineteen candles down its table and has the tallow to cast twenty more
Food for two days, per personThirty hours of hauling is two days' rations each and about 2 lb a day to carry. R084 The Cool Cellar is the honest source — jars sunk to their shoulders in the floor, cheese, olives, salt fish, and a door that bars while they pack. R095 Larder of the Drakon has salt-wrapped meat by the stack, at the price of taking it off a sleeping serpent. R019 will feed them hot and send them off with bread
Water for the first ten hoursTwo full skins each. R063 Bath of the Cold Spring runs clean and cold out of the lion's mouth and will fill everything without complaint. After the wade at hour eight, water is the one thing the caves have in surplus — running water only, never the still pools
Something dry, per personThe caves sit at cellar temperature forever and nothing down there burns: no wood, no dung, no dry moss. A wool cloak or fleece kept dry in an oiled sack. R019's bench blankets and table cloths do it; so do the old fleeces dry at the top of the bone-bowl in R053 The Nemean Den, if anyone fancies the reach
A rule for choosing passagesDownstream, always, and where the stream sumps take the left wall and keep it. Masons' chalk, cord, and a plumb bob from R062 The Mason's Unfinished Wall turn that rule into a marked route. R036 Hall of the Sunken Kraken is the confirmation: its water level is the caves' water level, and it rises after rain

Clues

Tier Line to deliver
WhisperThe flagstones in this corridor are sweating, and one of them rings hollow underfoot — not a cellar's short knock, a long ring that takes a moment to come back.
TraceBehind a fallen block the wall runs out: four courses of dressed ashlar and then raw stone, scalloped and rounded and wet, going down past the reach of your light. Nobody cut that.
SignA mason's plumb-line still hanging in a bored hole, the cord rotted to a thread, and beside it a chisel-mark note in a working man's shorthand: no bottom at 40. floored over. do not tell him.
ProofIn the sorted bone-heap of R053 The Nemean Den, a goat's skull with a shepherd's tar-mark daubed on the horn. Knossian goats pasture a day inland and never come near the sea. Something carried it here, and it did not come through the front gate.
PathScratched on the sherd floor at the dark end of R075 The Long Silence: a section drawing of the maze with a void under it, the stream drawn in, a tally of hours down one side, and at the far end one word — goats.
DoorA slot in the bedrock at the back of a collapse, four feet by two, with the stream falling into it and cold air coming out, and the lip worn smooth by four hundred years of water going the way the party is about to go.

Resolution Scene

Twenty minutes, five legs, and the decision is at the mouth: everything you are carrying, weighed against thirty hours. Make them pack. Out loud, item by item, once.

Leg one — The Underfloor (2 hours). Sixty feet of chimney down beside the falling stream, hand and foot on wet rock. Athletics DC 12, roped. A failure is a twenty-foot slide, 2d6 bludgeoning, and one item off the belt into the water. Heavy armour comes down on a line or does not come down at all.

Leg two — The Mouseholes (4 hours). Nine hundred feet of bedding plane, eighteen to twenty-four inches of headroom, packs pushed ahead one arm's length at a time. Athletics or Acrobatics DC 13, one check for the leg. A failure means jammed for twenty minutes, one level of exhaustion, and a pack abandoned in the crawl — the party chooses which, and lives with it for twenty-six hours.

Leg three — The Cold Wade (3 hours). Six hundred yards of stream, knee-deep and then chest-deep for the worst forty feet, at the temperature of a spring in February. Constitution save DC 12 or one level of exhaustion; DC 15 in heavy armour, and taking it off first is the sensible answer nobody thinks of. This is the only water in this Resolution. Nobody swims and nothing floats out. On the far bank, the dry clothes matter or the exhaustion keeps coming every four hours.

Leg four — The Rift (2 hours). A traverse on a ledge a foot wide above eighty feet of black. Athletics DC 14, or DC 10 with the cord rigged as a hand-line, which is what the cord is for. A failure is a twenty-foot drop to a sloping shelf — 2d6, and roll for what they dropped; on a 1 or 2 on a d6 it was a lit lamp, and the party has just watched an hour of their budget fall out of the world.

Leg five — The Blind Miles (16 hours, including a rest). Four miles of walking passage, all of it the same: grey rock, black water, the same sound. Three navigation beats, Survival or Investigation DC 13 each, and a failure costs three hours of light doubling back. Somewhere in here somebody's lamp goes dry mid-sentence, and the table finds out whether the reserve candles got packed.

The sinkhole (1 hour). A shaft of jammed timber, bramble, and forty years of goat bones, with grey daylight at the top. Athletics DC 11, or DC 5 with a rope on anything up there. They come out on a hillside, inland, wet through, in thyme and goat droppings, with the sea a smudge on the horizon behind them and nobody in Knossos any the wiser.

Fallback

The light runs out short of the sinkhole. It is the likeliest failure in this Resolution and it is not a death sentence — from the Rift onward the passage does not branch, and downstream is out.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Twenty hours, not thirty. All DCs −2, the Mouseholes are a stoop rather than a crawl, and exhaustion from this Resolution caps at one level per character
9As written
12Thirty-six hours. The Rift traverse is DC 16, the stream is up and the wade is DC 15, and something from the warren of R064 Warren of the Gnawing Dark has followed the smell of the packs down — two nights of gnawed straps and stolen food, never a fight
15As APL 12, and it is raining on the surface. The stream rises an inch an hour, which puts a real clock on the Blind Miles, and a fresh collapse at hour twenty-six must be dug through: Athletics DC 17 and two hours of light
DM Notes
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