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87

Ruin of the Old Temple

RoomLore & NavigationCult of the Thread (W18)3 exits
Illustration: Room 87 — Ruin of the Old Temple

The maze stops being the maze here. The walls change from cut limestone blocks to a older, redder stone, and the corridor you came down does not meet this room so much as break into it — the doorway is a hole smashed through a wall that was painted, once, with lilies.

Inside: four squat pillars holding up what is left of a roof, an offering table worn into shallow cups by hands, and a double axe of green bronze standing in a socket between the pillars, taller than a man. Somebody has been here recently. There is barley in the bowl and it has not gone bad.

DM summary. A shrine that was already ancient when the Labyrinth was dug around it, and the room where a DM can explain what the Labyrinth is without lecturing anybody. Nothing here is hostile. The Cult of the Thread keeps this place, and they are somewhere else right now.

Terrain & Features

Battle-map thumbnail: The Broken Shrine

Battle map: The Broken Shrine — page 52, 55 × 75 ft (one half of The Temple on the Strand)

The broken shrine is the old temple: the ruined marble floor is the surviving cella — the printed fallen column included — and the sand reads as the collapsed void (treat it as rubble). Draw the four downward-tapering pillars and the labrys socket at centre.

Traps / Puzzles / Checks

Nothing here will hurt anybody. These are the four things the room will tell a party who asks it properly, and you should hand out at least two of them free if nobody rolls well.

Check DC What they learn
Religion13The sign on the pillars is the labrys. This is the Lady of the Pillar's house, and the word "labyrinth" is her axe's word — the maze is named after this room, not the other way round. The maze is a building put on top of a shrine
History14Two building phases in the east wall: the first maze-builders went carefully around this room and buttressed it, and somebody a century later drove a corridor straight through the wall. Whatever the Labyrinth was for at the start, it stopped being for that
Investigation15The light-well over the table was cut to catch the sun at one particular hour, and it is now plugged with maze fill. The plug is forty feet of rubble and the cold draught coming past it is coming from outside
Survival or Nature14The draught from the light-well carries dust, not damp, and it strengthens and slackens on a slow cycle. That is weather. That is the actual open air, and the party can now say which way it is

The navigational advantage. A party that gets the Investigation or the Survival result may, once this session, reroll one d100 room result and take either of the two. Say plainly what it represents: they have oriented themselves on the one fixed point in a maze that has none, and for a while they can guess better than the dice. Note it on the party's sheet; it survives until used.

The barley in the bowl is three days old at most. Investigation DC 12: five people ate here, sitting, and left in a hurry but not in a panic — no spilled cup, no dropped gear, a fire scraped out properly. Insight DC 13 on the arrangement: these were people who knew the correct rite and performed it carelessly, the way you say grace at home.

Exits

AObviousThe pick-cut hole in the east wall, back into cut limestone. No check.
BObviousThe old temple's own door in the south wall, a low trilithon with the lintel cracked but holding, opening on a passage of the same red stone. No check.Rider: you leave along the older building, which is narrower, straighter, and level — no rubble, no water, no stair. The party moves at a march for the next transit and arrives unwinded, which is worth one free choice of marching order in the next room.
CConditionalFollow the cult's red thread up and out of the north-west corner, where it runs into a crawlway behind the fallen roof-slab. Requires deciding to follow it.Rider: you arrive somewhere the Cult of the Thread has been, holding their line in your hand — anything that recognises the wool treats the party as initiates for one round before it decides otherwise, and what happens in that round is up to them.
Loot

One roll on the loot table. Under the fallen roof-slab in the north corner is the old shrine's store: bronze votives, a bowl, a hoard of somebody's small valuables offered a very long time ago.

Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2, and the History result is written on the wall in a surveyor's chalk hand by somebody who worked it out already
9As written
12DCs +1. The lamps were filled today, and the party's exit choice is now also a choice about whether to be here when the cult comes back
15DCs +3, and the reroll advantage costs something: the party may take it only by leaving a genuine offering on the table — a magic item, a named weapon, or a memory the cult will hold as surety
DM Notes
← Room 86 Deck tables Room 88 → Room 87 of 100