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30

Ariadne's Second Spool

RoomLore & Navigation2 exits
Illustration: Room 30 — Ariadne's Second Spool

A dead end with a bend in it, the size of a pantry, and somebody sat here for a while. There is a hollow worn in the dust against the wall where a person's back and heels were. A cold brazier. An apple core, gone to leather.

And on the floor beside the hollow, on its side, a spool of boxwood with red wool on it — about half spent — and a torn scrap of something folded twice and weighted down with a stone so it would not blow away.

DM summary. The room where the maze stops being a dungeon for four minutes. Somebody clever sat here, worked out that her thread was being cut, wrote it down, left the spool, and walked on. Nothing in this room requires a roll of any kind, and that is deliberate.

Terrain & Features

Battle map: custom map. A 15 × 20 ft dog-leg bolt-hole — sketch it; the room is two pen strokes and a spool. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

There is nothing to check. No hidden compartment, no trapped stone, no mechanism. Say it out loud when the party starts searching: you have found everything there is; the room is a gift. Some tables will not believe you. Let them spend two minutes and then be right.

The note, in full. Hand it over as a prop if you can be bothered, and read it if you cannot:

It is cut in nine places between here and the gate and I have counted them. Someone re-ties it after me, neatly, and the neat knot always goes to the left where mine goes on. I think they mean well and I think they are wrong.

If it is cut, follow the knots that are not mine.

I am not going back for the rest of it.

What the party can work out from the room, without any check at all:

  1. The thread is real, it goes somewhere, and it was laid by someone who walked in on her own feet and meant to walk out.
  2. Someone else has been cutting and re-tying it, and their knots are square where hers are not.
  3. She left half a spool behind on purpose. Whatever she went to do, she decided she did not need the rest of it.

Exits

AObviousThe corridor you came in by, with the thread running along its floor-and-wall join, going that way. No check.Rider: the party can follow the thread rather than the maze — for the next room only, they may name which exit they took as the one the thread goes through, and the DM should honour it as a free re-roll of the d100 if the first result gives them a room they have already seen.
BObviousThe dog-leg's short arm, unlit, where the thread does not go. No check.Rider: you leave the thread behind. Nothing mechanical happens; note the choice on your sheet, because a party who abandons the line and has to find it again later has earned the inconvenience.
Loot

None. The spool is not treasure. It belongs to Resolution X10 and it goes on the party's sheet as a clue object, not as an item with a value, and it never consumes a d100 roll — see X10's Requirements table, which names this room as its strongest source. The charcoal and the apple core are yours to hand over with a straight face.

If a player asks what the wool is worth: about two drachma, and any Knossian merchant would say so, and that is the joke.

DM Notes
← Room 29 Deck tables Room 31 → Room 30 of 100