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18

The Kitchen Well

ResolutionRollable (d20)
Illustration: Resolution 18 — The Kitchen Well

The cistern is brim-full. The water stands a hand's breadth below the kitchen flagstones, black and still, and it smells faintly of onions because the sink beside you drains into it.

Set a candle on the kerb and look up. Four feet of dressed stone going up out of the light, wet for thirty feet and dry above. A chain hanging down the middle of it — bronze links the size of a fist, a clay bucket pinned by the ear every six feet — and at the top, small as a thumbnail, a coin of grey daylight.

The Way Out

The Palace of Knossos drinks. Eleven hundred people, kitchens, baths, a laundry, a bull-court sluiced twice a day, and all of it comes up out of the cisterns the Labyrinth was cut through. There are dozens of shafts down here. Exactly one of them has a chain in it.

Ninety feet above the kerb in R050 The Quiet Kitchen there is a scullery in the palace's west range with a windlass in it, and somebody puts their hands on that windlass at first light and hauls up eight buckets. It is not a secret and not a door — it is the water supply, and nobody in Knossos calls it an exit because nobody has ever wanted to come up it.

The first half is a climb. The second half is standing in a working palace, soaking wet, at whatever hour you arrived, with a scullion looking at you — and everyone in this building knows what comes out of that hole, and it is water.

Requirements

Requirement Where it comes from
The right shaftR050 The Quiet Kitchen is the one with the chain. Telling it from the others is the work: R015 Fountain of Two Mouths has both a clean mouth and a foul one and the clean one is fed from the palace draw, and R024 The Split Aqueduct has the sluice-plates that say which line goes where. Investigation DC 13 at either narrows fifty shafts to one
Ninety feet made survivableRope and hooks from R084 The Cool Cellar, which is the palace's cold store on the same water line and still has the well-tackle in it. A bar or a spear to pin the chain at the kerb. Dry hands: the flour bin in R050 is a coffin's worth of the best climbing chalk in the Aegean
The windlass, and its cadenceIt turns at first light and not otherwise. R002 The Weeping Cistern is where you learn that — the whole vault hums for twenty minutes at dawn and stops. R024 The Split Aqueduct carries the palace's draw tally scratched beside the sluice: how many buckets, and when
Something to be, at the topFolded linen and plain tunics on the attendants' shelf in R063 Bath of the Cold Spring, aprons and a stamped delivery tally in R084 The Cool Cellar, and a basket, a jar, or a load of wet washing from R050 to carry. Six armed strangers is not a costume. A servant with both hands full is invisible — and a party that arrives with nothing dry, no story, and no proof of who they are still gets through on the harder DCs below, because none of this is a lock

Clues

Tier Line to deliver
WhisperSomewhere far above you, a slow knocking — six beats, a pause, six beats — and then a great deal of water moving in a pipe. It stops. Nobody in your party did that.
TraceHalf a clay bucket in a corridor, thick-walled and glazed, with a bronze pin still through the ear of it and a hand's width of green slime dried along one side.
SignScratched into the plaster beside a cistern in a careful, patient hand: eight strokes, a gap, eight strokes, over and over. A hundred and forty days of somebody counting what went up.
ProofA lead pipe with a stamped collar — the double axe, and beneath it one word: SCULLERY. It leaves the cistern going up, and it is warm.
PathA sluice-plate, or the kitchen's own inventory slate: third shaft feeds the west scullery. Ninety feet. Do not foul it.
DoorThe well-head in the kitchen floor with its cover pushed aside, the chain hanging down the middle of ninety feet of dressed stone, and the coin of grey daylight at the top of it.

Resolution Scene

Twenty minutes, and the real decision is what hour you come up. All three work.

Hour The climb The palace
First lightThe drum is turning and the chain is moving. Ride it: one Athletics DC 10 to hold on for the whole ninety feetThe scullery is full — three cooks, a lit fire, and the woman on the windlass feels your weight on the third bucket
Working dayThe pawl is set, the chain is dead, and it is a straight climbCorridors full of wet servants carrying things. You are one more. This is the easy palace and the hard climb
Dead of nightNothing is holding the chain but you. Pin it yourself or it runsScullery dark and empty, the range door barred from the palace side, and one night-porter with a lamp and nothing to do

The climb

Ninety feet, three stages of thirty, corbel ledges at 30 and 60 feet where the shaft steps in — eighteen inches wide, room to sit, and the place to belay.

The scullery, and getting out of the palace

Three beats. Not a second dungeon. Ten minutes at the table, hard stop.

  1. The windlass. At dawn it is Alkippe: sixty, deaf in her left ear, forty years on that crank. She does not scream — she lets go of the handle, sits down on the step, and asks whether you saw the boy who went down in the spring. Persuasion or Deception DC 13 with an apron and an errand, DC 18 dripping and armed and silent, Stealth DC 14 past her deaf side. An honest answer about the boy skips the check and buys her hands: she walks you out through the wash-house herself.
  2. The service passage. Stealth or Deception DC 13 to cross forty feet of corridor — but carrying something makes it no check at all, a jar, a basket, an armful of wet linen. In a palace, having both hands full is a passport.
  3. The north service gate. A bored spearman counting nothing. Persuasion DC 12, Deception DC 14, Stealth DC 15, one coin, or walking out at dawn in the middle of the water-carriers.

A failed beat escalates to the next one with a hue and cry behind rather than ending the scene. Three failures is the second half of the Fallback.

Fallback

Two things go wrong in this Resolution, and neither is a dead end.

Rewards

Resolution-owned, never on the loot table.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The pawl is already pinned and the chain is dry to the water. One Athletics DC 10 for the whole ninety feet, all other DCs −2, and Alkippe is alone, glad of the company, and has been waiting years to tell somebody about the boy
9As written
12Half the bucket-pins have perished: three break under weight, DCs +2, and the drum is being turned by two palace guards on a punishment detail who will absolutely raise the alarm. The passage and the gate are one DC harder
15As APL 12, and something has come up the cistern behind the party — it is in the thirty feet of water below them while they climb, and a fall is no longer merciful. The scullery holds a steward who counts the staff every morning, and the wash-house door is barred. The party can still get out; they cannot get out unnoticed
DM Notes
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