🌩️ D&D Home Campaigns Search
← Room 46 Deck tables Room 48 → Room 47 of 100
47

The Wax Cellar

RoomLore & Navigation2 exits
Illustration: Room 47 — The Wax Cellar

Cool air, and a smell like a temple on a feast day: beeswax, cedar, and dust. Barrels line both walls of this low cellar, lidded and sealed, and stacked between them are shallow crates of feathers — grey, white, brown — sorted by size and packed in straw like eggs.

At the far end is a workbench. Clamped in the bench, half finished, is a wing.

DM summary. Somebody's supply cellar, inventoried in a neat hand by a person who fully intended to come back for it. Nothing in here will hurt the party; the room's job is to hand them the strongest X17 clue in the deck and, if they read carefully, a piece of navigation.

Terrain & Features

Battle map: custom map. A 40 × 20 ft store room of barrels and crates — sketch the shelving; the inventory matters more than the floor. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

There are no traps in this room. Say so to yourself before you run it, because the temptation to put one here is strong and the deck needs rooms that are exactly what they appear to be.

Reading the inventory wall is a ladder, and every rung is worth having:

Check What they get
Looking at all (no check)It is an accounts wall. Somebody was running a workshop down here and keeping books
Investigation DC 11Wax and feathers, in and out, against dates. The outgoings all go to one place, named only as the high room
Investigation DC 14 or History DC 13A column of shaft measurements in cubits, three of them circled, with a note on which draws hardest and at what hour. This is the navigational advantage — see below
Investigation DC 16Under the last entry, in a different and much worse hand: "he will not wait for the wax to cure. I have told him."

The wing on the bench requires no check at all. Anybody who looks at it knows what it is for. This is X17's Proof-tier clue and it is the most literal object in the deck: the route out of the Labyrinth, clamped in a vice, half built.

The navigational advantage. A party that reads the shaft column can plan. Once per session, after this room, they may reroll one d100 room result — they know enough about how this quarter of the maze is plumbed to double back and pick a different way. Note it on the DM's scratch list; it is theirs to spend when they like.

Exits

AObviousBack up the four steps and out through the delivery door in the north wall, which is the way the barrels came in. No check.
BHiddenThe ceiling vent at the west end, 2 ft square, with the draught coming down it and iron staples set into the shaft as a ladder. Investigation DC 13, or free to anyone who holds up a candle.Rider: you climb out into cold moving air and arrive in the next room from above, dry and unheard — the party is not surprised on entry, and if the next room has an ambush it does not get its surprise round.
Loot

None, and this is deliberate rather than stingy.

The wax and the feathers are Resolution property. They are X17's requirement, not a d100 roll, and per the loot rules a Resolution's requirements are never on the table and never granted as treasure. If X17 is the live Resolution, this room is where the party gets its materials and X17 governs what they can carry and what it costs. If X17 is not live, the barrels are ninety pounds each and the feathers are worth nothing at all, and a player who insists on hauling wax should be allowed to, and should feel the weight.

The two filled lamps and the tinderbox by the door are yours to give away free. A party that leaves this room without taking them has made a mistake nobody should have to check for.

Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2, and the shaft column is circled clearly enough that Investigation DC 11 gets it. Nothing else changes; a lore room does not get harder because the party is stronger
9As written
12DCs +1. Two of the eleven barrels have been opened and re-sealed by somebody else, recently, and there are wax shavings on the floor that are still soft
15DCs +3, and the last line on the wall has been scratched out and written over in a third hand. Whatever is using this cellar now still is. Give the party a reason to hurry and no monster to fight
DM Notes
← Room 46 Deck tables Room 48 → Room 47 of 100