🌩️ D&D Home Campaigns Search
← Resolution 14 Deck tables Resolution 16 → Resolution 15 of 20
15

The Beast's Own Road

ResolutionRollable (d20)

The corridor has no lamp brackets. It has never had lamp brackets. What it has is a band of polish on the left-hand wall at the height of your shoulder, waxy and dark, running on ahead of your light and out of it.

The floor is ash, packed hard by something heavy going the same way many times, and the ash is warm, and the draught coming along it is warm too, and it smells of an animal that has been out in the rain.

Nothing in this maze has been out in the rain.

The Way Out

Nobody feeds the Labyrinth's residents, and the bones piling up in R082 Charnel of the Sated arrive whole with the hide still on. Something walks out of this maze on a routine, kills, and drags the kill back in through a gate Daedalus never built. It was worn.

The road is 600 feet of unlit tunnel from the maze to a gully on the hillside, and it is not a corridor in any useful sense: it is a hole an animal keeps open by using it. The party's plan is to work out the hours it walks, wait for it to be elsewhere, and walk out along its own trod while it is gone.

Geography, because the party will ask and the timing depends on it.

Times. Stooping and crawling as the roof demands, the road is 27 rounds — three minutes. On hands and knees throughout, 40 rounds. Dashing where the roof allows, 14 rounds, each Dash a Dexterity save DC 12 or down loudly on your face.

This works whether or not the Final Encounter's boss is dead. The road belongs to the maze, not to one animal. Kill the thing they think owns it and something else is using it by evening — the pack off the chains in R071 Kennel of the Two-Headed, or a pair of the brood out of R095 Larder of the Drakon. Same hours, smaller shoulders on the wall. Do not tell the party the road is safe now.

Requirements

Requirement Where it comes from
The scheduleR029 The Ash Trod is the road's last leg inside the maze: Survival DC 12 or Investigation DC 13 reads the trod as walked, not swept, with prints going both ways in two ages. Cross-check it against a larder — R082 Charnel of the Sated (how cold the last kill is), R095 Larder of the Drakon (the salt-wrapped stack is dated by how far the crust has gone grey), R043 Cyclops Larder (the butcher keeps a scratched count on his block and it is honest)
How far into the hour you areThe freshest print at the sill. Survival DC 14 puts it to the nearest quarter-hour. On a failure by 5 or more, give them a wrong answer in a confident voice and let them act on it — this is the check the whole ending turns on
Light discipline, or noneThe shuttered kennel-lamp by the door in R071 Kennel of the Two-Headed, or the drovers' hooded lantern in the loft of R004 Pen of the Lowing Dark. Darkvision is better. Best of all is the pegged guide-rope, which is what somebody else used
Your own smell, dealt withThe trod's own ash and burnt hair out of R029 (its west door already sends the party out stinking of it), the wet straw and dung of R004, blood off the hoist in R071 or the hooks in R043, or the cold salt-crust of R095. Unmasked, treat the returning resident as passive Perception 17 by scent alone, in pitch dark, on ground it knows
Where the road startsBehind the 5-ft slump at the west door of R029, where the trod does not stop. The chute 8 ft up the wall of R082 is a spur of it. The herd in R057 The Split Herd will tell you for a skin of wine which of their four ways out nobody uses. Not R074 Stalls of the Bronze Herd — those bronze-lined grooves are rails, they go to a loading floor, and nothing wheeled has ever been on this road

Clues

Tier Line to deliver
WhisperA warm draught along a dark corridor, and in it a smell that is not smoke and is not damp: an animal that has been out in the rain.
TraceA band of dark polish on one wall at shoulder height, waxy to the touch, with coarse hair caught in the mortar. Undisturbed dust above it and below it. One band only.
SignA rope pegged along the wall at hand height to be followed blind, and a column of hours chalked beside the pegs in a careful surveyor's hand — the last four marks scrawled. Forty feet on, the pegs are torn out and lying pointed back the way they came, and there is one sandal.
ProofGreen nettle and a sprig of gorse trodden into the ash, beside a drag-trail where something the size of a deer was hauled inward. Nothing green grows in here, and nothing green has ever come in through the front gate.
PathR029 The Ash Trod, and the count off it: out and back twice in a day and a night, gone about an hour each time, and the trod carries on past the slump at the west door.
DoorA low arch, a stone sill worn into a saddle, and past it cold air that tastes of salt and wet furze, and a grey line of sky in the top of a gully.

Resolution Scene

Fifteen minutes, run as six beats, and the decision is when to start.

Set the clock before they step on. Take the freshness read privately and note a number of beats: eight if they read the tracks well, four if they failed by 5 or more, and never tell them which they got. The road is six beats long. Complications cost one beat each. It comes back at the top of the beat after your number runs out.

Beat The road What it costs
1The Ramp, stooping, grease underfootHeavy armour: Stealth DC 13 or one beat
2The Squeeze, packs off and pushedAnyone above Medium size: Athletics DC 14 or one beat, and the pack stays
3The Straight, first half, no coverNothing, unless a light shows
4The Straight, second half. The guide-rope's pegs end hereOne beat if they stop for the sandal, and they will
5The Sill approach, the dung heap, the smell at its worstConstitution save DC 11 or the retching gives them away
6Over the sill and outAthletics DC 10, no consequence for failure except noise

The real decision is at the mouth, before beat 1. Going now means walking on a number they half-trust. Waiting for the next departure means six hours in the dark beside its front door — a short rest they will not enjoy, and a real chance something else finds them first. Put both on the table plainly. Do not let a player who says "we wait" discover that waiting was secretly wrong: it costs an encounter roll, no more.

Light. An open flame on the Straight is seen end to end, no check. A shuttered lamp cracked to a slit is Stealth DC 15 to work while moving. No light at all is half speed and no Perception beyond arm's reach: double the Straight's beats, often correct.

Fallback

They are on the road when it comes back. This is the fallback, and it is where most tables will end up. Nobody dies here by default and nobody goes back the way they came.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The guide-rope is intact end to end, so no Perception penalty for going lightless. All DCs −2, the road runs eight beats' grace on any read, and if it does come back it is a single hound on the Straight, not the resident
9As written
12The Squeeze has partly fallen in: 40 ft of belly-crawl, packs left behind for good, and the hollow is gone, so a caught party has only the fight-past option. DCs +2, and the beat count drops by one
15As APL 12, and the road is shared. Two departures overlap: something goes out while the party is walking in the other direction, on the Straight, before the resident ever gets home. Run that meeting first and the return afterwards
DM Notes
← Resolution 14 Deck tables Resolution 16 → Resolution 15 of 20