Deck Tables
The four decks, in full — roll, then tap the number
Every number in the Labyrinth, on one page: 12 Beginnings, 100 Rooms, 20 Final Encounters, 20 Resolutions. This is the page to have open at the table.
Using These Tables
Each deck below prints the die to reach for, a grid of every number in the deck, and a table of what those numbers are. The grid is the fast path: the die stops, you have a number, you tap it, and the entry is on screen. The table is the slow path, for the ten minutes before play when you want to know what is in the deck you are about to roll on.
Nothing on this page rolls anything, and nothing here remembers what you have already used. Keep a scratch column of rolled room numbers beside your initiative order — a session uses only 9–12 of the 100 rooms, so the list stays short.
Reading percentile dice. A d100 is two d10s, a tens die and a units die. Tens 0 with units 0 reads as 100, not 0.
Typing beats clicking. Room pages live at predictable URLs — rooms/room-042.html, always three digits. Beginnings, finales, and resolutions use two: beginnings/beginning-04.html. On a phone that is the fastest lookup there is.
The room table can be filtered by archetype, difficulty, warband, and texture, so "a quick room with a stealth bypass and no undead in it" is four taps rather than a read-through. Filtering is for prep and for substitutions; at the table, roll.
New to the deck? The procedure that turns these four tables into an evening is on How to Run a Session.
Beginningsd12
Choose one, or roll. Several strip the party's gear and put the recovery path in the opening scene.
12 of 12 authored.
| # | Title | Premise | Strips gear? | Implies |
|---|---|---|---|---|
| 1 | The Cell Beneath the Palace | Wake in a Knossian holding cell, no memory of the last day | Yes | Roll d20 |
| 2 | The King's Commission | Sent in under Minos's writ to bring back proof of the beast | No | X08 |
| 3 | Sand in the Teeth | Come to on the floor of a cavern arena, a crowd of somethings watching | Yes | X03 |
| 4 | This Year's Tribute | Delivered as part of the tribute of youths | Yes | X10, X05 |
| 5 | The Vineyard Sinkhole | The ground gave way under a hillside vineyard | No | Roll d20 |
| 6 | The Thief's Contract | Broke in on commission to lift a specific object | No | X19 |
| 7 | The Ones Sent After | A noble child went in nine days ago; you were hired to bring her out | No | X05 |
| 8 | Wrecked Into the Salt Halls | A storm put your hull through a sea cave in the cliff | No | X16, X11 |
| 9 | The Pythia's Sentence | Sent in as penance for something the party actually did | No | X06 |
| 10 | The Wrong Door in Misthaven | The tavern's back door opened on limestone instead of an alley | No | Roll d20 |
| 11 | The Surveyor's Crew | Hired as labor to map the maze. The previous crew is still in here | No | X14 |
| 12 | Something Worse Outside | You ran *into* the maze on purpose | No | X03, X12 |
Roomsd100
Roll for each new room the party enters. Never the same room twice in one session — reroll duplicates.
100 of 100 authored.
Archetype, difficulty, and warband come from the roster and work on every room. Texture tags only exist on rooms that have been authored.
Final Encountersd20
Roll once, at the next exit after you declare the finale is live — or roll it before the session starts, read the Boon column, and plant that one thing somewhere in the run. Every one is Deadly for six PCs at APL 9.
20 of 20 authored.
| # | Title | The encounter | Other way to win | Boon | Lethal? |
|---|---|---|---|---|---|
| 1 | The Minotaur of the Third Horn | A duelling champion on raked sand who fights whoever steps past the posts, and only them | Roleplay — Say the name the pen-keeper called him as a calf | Theano, Keeper of the Calf PensThe woman who named him, in the room — advantage on talking him down, and one retry | Yes |
| 2 | Asterion Remembered | A bull-headed revenant grieving in the room that raised it, growth-notches still cut in the pillar | Roleplay — Give it the burial rite it never had | The Sister's StaterThe coin the rite asks for, one he knew as a child, and showing it costs him a turn | Yes |
| 3 | The Warden, Talos-Pattern | A bronze colossus in a working foundry that counts to twenty aloud before it moves | Puzzle — Drain the ichor plug in the foundry's pouring order | The Pourer's RoteThe foundry's pouring chant, so the three sluice wheels go in the right order first time | Yes |
| 4 | Kirke of the Deep Halls | An enchantress with a table laid for exactly your number, and the men she changed still in the room | Skill — Counter-charm the changed men and free them | The Taster's KylixA cup that drinks for you, so a guest can be seen to empty it and owe nothing | No |
| 5 | The Gorgon Queen of the Sunken Court | A medusa in a flooded court, her petrified guard still standing, still water doubling everything | Puzzle — Turn her own gaze back on her with mirrors and angles | The Polished AspisA clean mirror the party carries, and a face they can look at her through | Yes |
| 6 | The Drakon of the Hollow Root | A drakon living inside the root-mass of a dead plane tree, striking through the walls | Combat only | The Mason's EarAn action and an ear on the wood tells you which wall it is behind, for one round | Yes |
| 7 | The Thing Beneath the Floor | A bound horror under a bronze lid on twelve pins — five already drawn, and cultists drawing more | Puzzle — Re-seat the twelve pins and bind it shut again | The Cold-Forged PinA maker's spare that seats where no cast pin will, and buys one arm out of one gap | No |
| 8 | The Skeleton Kings of Five Wars | Five dead kings who stand back up, and a seam of fire dividing the hall lengthwise | Skill — Break the standard and all five go down together | The Herald's RollNames the five wars and their years, so choosing who is winning costs no check | Yes |
| 9 | Lykaia and the Nine Throats | A wolf-priestess who will fight you alone on the sand, with nine tunnel mouths for her pack | Roleplay — One champion, on the sand, to first blood | The Hound Nobody CountedA hound she never counted, fed and at heel — the party names their champion, not her | Yes |
| 10 | The Weaver in the Deep Dark | A spider matriarch in a room that is a volume rather than a floor — everything happens fifteen to forty-five feet up | Skill — Burn the web-nexus rather than the queen | The Taken NameThe name of the person in the live cocoon, and a shout in the dark that gets answered | Yes |
| 11 | The Furies' Verdict | Three Furies mid-trial inside an unbroken ring of ash, with a chained man and an open verdict | Roleplay — Stand trial, and let the court reach its verdict | The Sworn HalfEvidence the court has to hear, and it names a guilty man who is not in the room | No |
| 12 | The Arm Through the Wall | One kraken arm through a failed wall, in a hall that floods while you fight down its slope | Skill — Sever the arm and get everyone out | Sostratos the BailerA sponge-diver on the sluice wheel who calls the water a round before it moves | Yes |
| 13 | The Sphinx of the Last Door | A sphinx sitting on the door out, who shuts the way behind you before she starts asking | Puzzle — Answer her three riddles | The Second AnswerOne of her three riddles arrives already answered, and she can be asked to trade another | Yes |
| 14 | The Chimera Triarch | A three-headed hybrid in a sacrifice yard, over a coal pit with cages swinging above it | Combat only | The Keeper's ClapperThree claps the goat head cannot ignore, and whoever swings it is the thing it comes for | Yes |
| 15 | The One-Eyed Smith and His Bronze Herd | A cyclops smith who would far rather be told names, and bronze oxen that only run their rails | Roleplay — Give him names, freely, for the ledger | The Amnisos MusterSixty real names on a torn palace roll, which buys the gate without the party giving their own | Yes |
| 16 | The High Warden of the Thread | A cult leader in a temple strung wall to wall with thread, breaking his own order's one law | Roleplay — Expose his heresy to his own wardens | The Cutting OrderA cutting order in Deukalion's own knots, which his wardens can read and he cannot disown | Yes |
| 17 | The Marriage Feast | Empusae hosting a wedding, where guest-right is a real contract and every course is a trap | Skill — Refuse every course without ever being rude | The Hearth-WordsThree lines of household verse that refuse one dish politely, and settle one course | Yes |
| 18 | The Maze Itself | No creature at all — a room that measures you, then closes: eighty feet down to forty, ceiling thirty down to four | Puzzle — Set the three spindles for way in, way on, and way down | The Vent-FinchShe lands on the spindle that wants turning next, and leaves a beat before the vents blow | Yes |
| 19 | Talos-of-Coins | A toll automaton on the only bridge, counting heads — the carried and the dead included | Resource — Pay the toll, one for every head | The Under-Tongue PurseCoin from the mouths of the dead, and the only toll Talos takes for a body being carried | Yes |
| 20 | The Champion's Shade | The shade of a seventeen-year-old champion who has beaten everyone since, and names her own terms | Roleplay — Win the contest she names | The Brother's PinaxA painted tablet naming her fourteen, hung at a shrine by the brother who was not chosen | No |
Resolutionsd20
The ending, seeded from the first ten minutes. Use the one your Beginning implies, or roll after the first room.
20 of 20 authored.
| # | Title | The way out | Entry-linked from |
|---|---|---|---|
| 1 | The Sweeper | The man who tends the maze will walk you out, for a price that is not an object | Rollable |
| 2 | Where the Wind Comes From | Triangulate the draught to the crack it comes through, and open it | Rollable |
| 3 | The Way You Came | Fight back to the entrance, which is now held against you | B03, B12 |
| 4 | The Hour the Door Opens | A shaft that is a door for one hour of one day; be standing under it | Rollable |
| 5 | Carry Them Out | The captive you came for knows a route only they can walk | B04, B07 |
| 6 | The Oracle's Bargain | A power in the maze offers passage for something the party is carrying | B09 |
| 7 | The Unburied | Give the maze's dead their rites, and the dead show you the priests' door | Rollable |
| 8 | The King's Writ | The great bronze gate opens from inside to Minos's own seal | B02 |
| 9 | The Delivery | The maze is supplied on a cycle; go out with the empties | Rollable |
| 10 | Ariadne's Thread | Find the princess (or her abandoned spool) and follow the thread out | B04 |
| 11 | The Undercroft River | An underground river runs to the sea | B08 |
| 12 | Bring It Down Behind You | Collapse the maze on a timer and outrun it | B12 |
| 13 | The Long Way Under | Go down instead of out — natural caves that surface a day's walk inland | Rollable |
| 14 | A Thread of Your Own Making | The party's own chalk, chain, and mapping gets them out — pure skill | B11 |
| 15 | The Beast's Own Road | Follow whatever lives here; it comes and goes somehow, and not by the front gate | Rollable |
| 16 | The Salt Door | A sea cave at water level; swim or raft out on the tide | B08 |
| 17 | The Wings of Icarus | Daedalus's workshop, wax and feathers, and a shaft with an updraft above the boss chamber | Rollable |
| 18 | The Kitchen Well | Climb the well-chain into the palace kitchens, then get out of the palace | Rollable |
| 19 | The Bull-Gate Mechanism | A key-object works the front gate's counterweights | B06 |
| 20 | The Bronze Bird | Repair and launch a Daedalan flying machine | Rollable |