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16

The Salt Door

ResolutionEntry-linked: B08
Illustration: Resolution 16 — The Salt Door

The corridor changes underfoot before it changes to look at. Grit, then wet grit, then a floor that is more barnacle than stone.

Then the sound. Not dripping — dripping you have had for two days. This is a slow enormous breath somewhere ahead, in and out, in and out, with about nine seconds between, and it smells like the outside of the world.

The Way Out

At the bottom of the seaward halls the Labyrinth simply stops being a building and becomes a cave, and that cave opens on the water at the foot of the Knossian cliff. A boat could come in at low tide. Nobody has, in years, because of what moved in.

The Salt Door is open for about twelve minutes at slack low water, twice a day. Outside that window it is thirty feet of flooded rock, and the party swims it on a held breath or not at all. The tide is not a punishment. It is the clock the whole scene hangs on, and the party can know it in advance.

The complication: the door is warm and safe and full of fish, which is why the Deep Water Kin (W14) keep a watch on it. Not a warband's worth — a watch. Two sirens on the rock shelf and something bigger asleep in the deep channel.

Requirements

Requirement Where it comes from
Reaching the seaward hallsDownhill and toward the sound of water. R010 Vault of the Salt Wind confirms the direction, R069 The Drowned Procession and R048 Chapel of the Iron Wave are on the way, and any water in the maze runs there eventually
The tideR048 floods on a five-round cycle and the tide-marks on its wall are a table — Investigation DC 13 reads the last nine days off them. R010's gull bones and salt crust give Survival DC 14. Without either, the party arrives at a random point in the cycle: roll d12 for minutes until the next slack
Something that floatsA door, a table, the wine-vat lid from R058 Cellar of the Wine-Dark Vat, an inflated skin, or an actual raft from R008's pen hurdles. Athletics DC 12 to swim it unassisted; DC 16 in armour
Passage past the watchStealth on the shelf (Group DC 14, and the sirens are listening not looking), a parley — sirens negotiate and they want news and names — or a fight. R089 Pool of the Sleeping Naiad can buy the party a word of introduction that skips the fight entirely

Clues

Tier Line to deliver
WhisperThe draft in this corridor tastes of salt, and there is grit on your teeth that was not there an hour ago.
TraceBarnacles. Live ones, closed, forty feet below the last place water should reach — which means water reaches here, regularly, and recently.
SignA tide-mark on the wall in nine rings of green weed, and beside them a sailor's tally scratched with a nail: two strokes a day, and one long one every seventh.
ProofA gull. Dead, old, whole, its wings folded — it flew in from somewhere and it did not come down a shaft.
PathA wet rope handline, bolted to the wall at chest height, running away downhill into the dark. Somebody rigged this for a walk they intended to take at speed.
DoorThe cave mouth at the end of the shelf. Grey daylight on moving water, twelve minutes of it, and the sea breathing in and out through the gap.

Resolution Scene

Fifteen to twenty minutes, and the decision is now, badly or later, ready.

The party arrives at the shelf — a 60 ft ledge above a deep green channel, the cave mouth at the far end. Tell the players exactly how many minutes of slack water are left. This scene does not work as a surprise; it works as a countdown they can see.

The fork.

  1. Go now. The window is short — say four to six minutes when they arrive — and crossing the shelf fast means crossing it loud. The sirens wake. One round of pursuit per minute spent on the shelf, and the party leaves gear behind.
  2. Wait for the next slack. Six hours. In a maze. That is a long rest they badly want and a long rest the Labyrinth will interrupt: two wandering encounters, or one and the finale arriving early. Legitimate, and the party arrives at the door rested and unhurried.
  3. Swim it flooded. Thirty feet of submerged rock at any point in the cycle. Athletics DC 15, one round of held breath, and the thing in the deep channel gets one grapple attempt at whoever swims last. This is the option a party with a water-breathing effect makes trivial, and they should be allowed to.

The sirens. Two of them, and they are the best argument in this Resolution for talking. They have been listening to the maze for years and they will trade what they know — including where the finale sleeps — for news of the surface, a name, or a song. They do not want to eat the party. They want to be told things.

Fallback

The party misses the slack, cannot swim it, and cannot wait. The door breathes both ways.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Twelve full minutes of slack on arrival, all DCs −2, one siren instead of two, and nothing in the deep channel
9As written
12Four minutes of slack, DCs +2, and the thing in the channel is awake and hunting — it gets one attack per round against anyone in the water
15As APL 12, and the sirens are a full watch of four with a scyllan horror in the channel. The window is three minutes. Run the shelf crossing in initiative
DM Notes
← Resolution 15 Deck tables Resolution 17 → Resolution 16 of 20