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5

The Chandler's Rest

RoomSanctuary2 exits
Illustration: Room 5 — The Chandler's Rest

A niche off the corridor, barely a room: eight feet of headroom, a plank door hanging open on good iron hinges, and inside, warmth. A stool. A shelf of clay lamps stacked mouth to tail like sleeping birds. A barrel with a tap. The air smells of olive oil and hot wick and, faintly, of a person.

Someone kept the lamps of this maze filled, and they kept their kit here, and they were tidy about it.

DM summary. The maze's supply cupboard, still stocked, still safe. Oil, bandages, a bar for the door, and one short rest — and a tally-board that tells a party where the lamps of the Labyrinth are and in what order they were lit.

Terrain & Features

Battle map: custom map. A 20 × 15 ft lamp-closet off the corridor — quicker to sketch freehand than to lay a page for. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

There is no trap. There is one thing worth reading and one thing worth opening.

Element Value
Reading the tally-boardInvestigation DC 12, or free for anyone who says they look at it properly. The board is a route: forty-one lamp brackets in walking order, which means forty-one rooms that connect, which is the closest thing to a map anyone has found
What the board givesOnce per session the party may declare they are following the chandler's round. On their next d100 roll they roll twice and take either result. Then the round runs out — the board stops where the strokes stop
The strongboxUnder the stool, iron-strapped oak, locked. Thieves' Tools DC 13, or Athletics DC 15 to break it, which is loud enough that the DM makes one wandering-threat check for the corridor outside
RefillingNo check. Six gallons is six gallons; the tap works

Exits

AObviousThe corridor, continuing past the niche. No check — the party never really left it.
BHiddenThe oil-delivery crawl behind the barrel stand, a 3-ft square hatch the chandler took his deliveries through. Investigation DC 12.Rider: you go out the tradesman's way with a flask of lamp oil each, already in hand, and you arrive smelling of it — which is a fire risk anywhere the maze is hot, and you should be told that once and then held to it.
Loot

One roll on the loot table — the chandler's strongbox under the stool, opened by Thieves' Tools DC 13 or broken at the cost of the noise.

The oil, lamps, wick, and healer's kit are not the roll. They are simply here, they are free, and a party that leaves without topping up its light has made a mistake that the Labyrinth will collect on later.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The chandler's kit is fuller: ten gallons, sixteen sound lamps, nine healer's-kit uses. DCs −2, and the tally-board reads free
9As written
12Three gallons, six sound lamps, four healer's-kit uses. DCs +1, and the strongbox has a needle in the lock — Perception DC 15 to spot, 2d10 poison and poisoned for an hour if missed
15As APL 12, and the niche has been found before you: the bar is snapped, the barrel is a third full, and there is a body under the shelf that has been there four days. Nothing is here now. DCs +3
DM Notes
← Room 4 Deck tables Room 6 → Room 5 of 100