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17

The Wings of Icarus

ResolutionRollable (d20)

The draft in this corridor goes up. You have been underground long enough to find that offensive.

Forty feet overhead the shaft narrows to a throat of dressed stone, and past the throat there is a colour you have not seen in two days. It is not torchlight. It is not gold. It is the plain, stupid blue of an afternoon.

The Way Out

The Labyrinth is roofed everywhere except where Daedalus needed air. He needed a great deal of air: forges, kilns, a brazen bull, a hundred lamps. The vent shafts are the maze's one honest weakness, and they are all too narrow to climb and too long to survive falling down.

Which is why the wings exist. They are not a metaphor and they are not a curse. They are a solved engineering problem lying half-finished on a rack in R006 Gallery of Unfinished Wings, and the man who solved it wrote down how high is too high. The party's job is to finish somebody else's work, in the dark, with the materials to hand, and then to obey the one instruction he left.

The wings carry two people per pair, badly, for about ninety seconds. That is enough — the shaft is 180 feet and the updraft does most of it.

Requirements

Requirement Where it comes from
A wing-frameR006 Gallery of Unfinished Wings has four on racks, two of them sound. R047 The Wax Cellar has a bench and the makings. A frame can also be improvised from a bronze bird's ribs (X20) or a tent-pole and rope at Survival DC 16
Wax and feathersR047 The Wax Cellar — barrels of wax, crates of feathers, all of it inventoried by somebody who expected to come back. R061 Nest of Rustling Feathers and R020 Cage of the Storm-Crows are the ugly alternative: harpy feathers work, and harpies object
A shaft with liftR020, R086 Roost of the Ash-Winged, and the chimney above R077 Furnace of Falling Coals all run to the surface. The vent tally in R006 names which one catches the morning updraft; Investigation DC 14 reads it
Knowing how high is too highThe note on the rack in R006, or History DC 12 from anyone who has heard the story. Wax softens near the surface where the sun heats the stone throat. A party that climbs above the throat instead of stopping at it loses the wings

Clues

Tier Line to deliver
WhisperA single grey feather, turning end over end in a draft that is going the wrong way — upward.
TraceWax drippings hardened on a step, in a place with no candles and no lamp bracket for forty feet.
SignA tally scratched beside a vent, in cubits: three columns of heights, one column circled. Somebody measured every shaft in this maze.
ProofA workshop bench with a wing-frame clamped in it, ash-wood and bronze wire, one wing skinned and one bare.
PathThe vent map, and the note beside it: the third shaft draws at dawn. Do not go above the throat.
DoorThe shaft itself. Wind coming down it, sky at the top, and a ledge at forty feet with an old pair of sandals on it, side by side.

Resolution Scene

Fifteen minutes, and the decision is who flies and how high.

The party assembles the wings at the shaft's foot. Assembly is twenty minutes of in-world time and one Sleight of Hand, Arcana, or relevant tool check at DC 14 per pair — failure means the pair is airworthy but ugly, and the flier takes a −2 on the flight check.

The flight. One Acrobatics or Athletics check at DC 13 to ride the updraft; success is the surface, failure is a ledge at 80 feet and a second attempt. Nobody dies on a failed flight check in this Resolution. The shaft is a chimney, the updraft is real, and a botched flight ends with a bruised adventurer on a ledge looking sheepish.

The three real decisions.

  1. Who flies. Two per pair, and the party will not have six wings. Someone goes twice, someone throws the wings back down, or two people take the fallback. Let the players solve it; it is a better scene than any ruling.
  2. The throat. At 160 feet the shaft narrows and the stone is warm from the sun. A flier who pushes through the warm band at speed loses feathers. Anyone who took the History or Investigation clue knows to fold and climb the last 20 feet. Anyone who did not gets one save — Dexterity DC 13 — and on a failure arrives on the surface with a ruined wing and the story of their life.
  3. What comes up the shaft after you. Give the harpies of R020 or the lesser furies of R086 one round of pursuit and no more. The point of the scene is the sky, not the fight.

Fallback

No wax, no feathers, or no time to build. The shaft is still the way out. It is 180 feet of chimney-climb with an updraft helping and something roosting in it.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two sound frames on the rack instead of one, all DCs −2, and the throat gives a warning: the wax goes tacky before it goes.
9As written
12One sound frame; the rest must be built. Assembly DC 16, flight DC 15, and the shaft's roost is occupied — one wave of pursuit each round for the first three rounds
15As APL 12, plus the shaft is the maze's only remaining exit at this point in your session, and something large is climbing it from below. Run the flight as a chase with initiative
DM Notes
← Resolution 16 Deck tables Resolution 18 → Resolution 17 of 20