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12

The Arm Through the Wall

Final EncounterDeadlyDeep Water Kin (W14)Alt resolution: skill
Illustration: Final Encounter 12 — The Arm Through the Wall
Establishing view
Illustration: Final Encounter 12 — The Arm Through the Wall
In action

The hall slopes down into black water. Halfway along the north wall the masonry has failed — not fallen, failed, pushed inward in a long vertical crack the width of a man — and out of that crack comes an arm.

It is forty feet of it and there is more behind. It lies across the flooded floor the way a rope lies on a deck, moving very slightly, and where the suckers have gripped the stone they have taken the stone with them. Somewhere beyond the wall, something enormous shifts its weight, and the water in the hall rises an inch and does not go back down.

DM summary. One limb of a thing far too big for the room, reaching in through a crack that is getting wider. You cannot kill what is on the other side of the wall. You can take its arm off and be somewhere else when it notices.

The Boon

Sostratos the BailerOptional companion

A sponge-diver on the sluice wheel who calls the water a round before it moves

What it is. A short, wide man of about fifty with salt-split hands, a cork float on a cord round his neck, and a bronze bailing scoop he has not put down. Sostratos the Bailer dived sponges as a boy and bailed a tribute hull for eleven years, so he has spent his life in water that was trying to get in. He is not brave and does not pretend to be.

Where it comes from. Any early room with water or a store-hole: a hoarse voice behind a fallen grate (Athletics DC 13 to lift, or a crowbar and no check), a man asleep on a resupply room's sacks, an NPC's cousin. He asks for water first, then follows the light. He does not volunteer that he knows drains. Late plant: the drain-mouth one room back, or this hall on round one, up the second column, water at his knees.

What it does here. He knows the wheel: halls like this drain the same way, and the pawl comes off the ratchet before the bronze turns, so the sluice opens in two rounds of Athletics DC 14 instead of three. Keep the two effects apart. The wheel is cheaper, which is a whole round of somebody's action given back. And he will grind a round on it himself at +3 while the party works the wall — that round drops the water exactly like any other, and it does not tick the four-success track, because the track is only ever things the players did. He reads the water too, and calls the crack tearing wider one round before Phase 2 — the only warning this room gives. He will also hold the stair door while they cut.

What it doesn't do. He will not go below the flood line or within 30 ft of the crack, and says so. He does not fight, will not touch the sinew, cannot break a grapple. Abandoned, he does not drown — six minutes of air, and he knows the bore — unless a Drowned Hoplite still stands, in which case they have him. Without him the wheel is three rounds and the hall is exactly as written.

Card and numbers or jump to the card ↓

Arena

Battle-map thumbnail: The Undercroft Breach

Battle map: The Undercroft Breach — pages 19 & 20, 110 × 75 ft

The undercroft breach is the room: the printed cave-in is the crack in the north wall the arm comes through, and the blue-tiled chamber reads as the flooded low end. Chalk the six squat columns in two rows, shade the water line, and move it a foot up the slope each round.

Roster & Budget

One limb, and the dead it has been washing in here for a month.

Count Creature XP each
1The Arm Through the Wall (boss)7,200
3Drowned Hoplite700

Base 9,300 XP; ×2 for four bodies = 18,600 adjusted, against the APL 9 Deadly budget of 14,400. That is 1.3× over on purpose, and the excess is honest in two directions: the arm's 189 hit points are a severing threshold, not a kill, so a party that pays full price for them gets no corpse; and the clock means most tables will never fight all four at once. Two hoplites are standing in the water when the party arrives. The third washes in on round 3.

The Kraken Spawn on the other side of the wall is not on this table and is not statted here. It is scenery with an appetite. If your players insist on going through the crack to find it, see DM Notes, and be honest with them first.

Phases / Clock

Phase Trigger What visibly changes
1 — ReachingStartReach 30 ft. The arm sweeps, grabs, and drags toward the crack. Water +1 ft per round
2 — Shouldering InThe arm drops to half HP, or the start of round 5The crack tears wider with a noise like a ship breaking. Another fifteen feet of limb comes through: reach 40 ft, Ink and Surge recharges, and the arm can hold two grappled creatures instead of one. Water +2 ft per round
3 — It NoticesRound 9, if the fight is still goingSomething on the far side pulls. The arm goes rigid, then retracts hard, taking everything it is holding through a two-foot crack. Do not bluff this. Tell the party on round 8 that the arm has gone still, and let them decide

Round one. The arm does not attack. It gropes along the floor, finds one of its own Drowned Hoplites, closes on it, and takes it back through the crack without hurrying. The wet crunch is the whole scene: the party has just watched what a grapple means here.

Combat Resolution

Fighting means severing, and severing means getting inside its reach.

Alternate Resolution

Skill: hold the wall, or empty the room. Four successes before three failures. Each attempt is one action by one PC. Announce the track out loud.

Approach Check On a failure
Drive an iron pin into the crack above the limbAthletics DC 16, or Thieves' Tools DC 14 with a crowbar or a spear-buttThe pin skips; 11 (2d10) bludgeoning to the pinner and the arm gets a free grapple attempt
Read the masonry and find the course that is holdingInvestigation DC 15 or Stonecunning / mason's tools, no checkThe party braces the wrong course; water +1 extra foot this round
Open the sluiceAthletics DC 14, three rounds as above; each round counts as one successThe wheel slips; the wheelman takes 7 (2d6) bludgeoning and loses the round
Salt and cold in the waterAny cold spell of 2nd level or higher, or two flasks of brine from a Deep Water Kin roomNo failure state; this one is a gift for a prepared party and it can only be used once
Sing it backPerformance DC 18, only if a Siren of the Sunken Court has been heard earlier in the run and someone paid attentionThe arm strikes at the singer specifically, with advantage

If the party brought Sostratos the Bailer, he kicks the pawl off the ratchet before anybody touches the bronze, and Open the sluice takes two rounds instead of three — for whoever turns it. He will grind out one of those rounds himself at Athletics +3 while the party works the wall, and the water falls for it like any other round on the wheel, but it does not count on the track. Four successes are four things the players did.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Arm at −25% HP (142) and reach 20 ft. Two Drowned Hoplites, none arriving later. Water rises 1 ft every other round. All DCs −2
9As written
12Arm at +25% HP (236) and a third legendary action. Four Drowned Hoplites plus one Siren of the Sunken Court on the far ledge. Water +2 ft per round from the start. DCs +1
15Two arms, entering by separate cracks in the north and east walls, each at the written statistics with 150 hit points. A Scyllan Horror works the deep end. The severing threshold rises to 65 damage per arm, and Phase 3 arrives on round 7. DCs +3

Exit to the Resolution

AObviousThe dry stair in the south-east corner, up out of the water and through a bronze-strapped door that is above the flood line.Rider: you leave wet to the chest. Disadvantage on Stealth for the Resolution's first scene, and any cold in the next hour bites harder — first failed save against cold costs an extra 1d6.
BConditionalThe drain, once the sluice is fully open: a 4-ft bore running south-west, downhill, in the dark. It wants three turns of the wheel, not two — a party that opened it in two has a bore too narrow to enter, and wants one more round on the bronze after the arm is dealt with, which Sostratos will happily supply.Rider: you arrive by water, quietly, and whatever the Resolution has waiting does not hear you come. Everything you carry that is ruined by soaking is ruined.
DM Notes

Boon Card

👤

Sostratos the Bailer

Medium humanoid, neutral · CR 1/8 (25 XP) · a companion, and not a combatant

AC 12 (oiled leather and a cork float) | HP 22 (4d8 + 4) | Speed 30 ft., swim 40 ft.

12 (+1)STR
14 (+2)DEX
13 (+1)CON
10 (+0)INT
14 (+2)WIS
11 (+0)CHA

Skills Athletics +3, Perception +4, Survival +4 · Passive Perception 14 · he holds his breath for 6 minutes, works in black water by feel, and cannot read a word

Will Not Go Below the Flood Line. He stays above the water line and never comes within 30 ft of the crack. He cannot be ordered, argued, shoved, or shamed past that, and he will say why in one sentence. Anything that puts him there sends him back up the slope on his next turn, at a run.

Knows the Wheel. Halls like this all drain the same way, and he has turned this pattern of sluice before. He knocks the pawl off the ratchet first, so the wheel opens in two rounds of Athletics DC 14 rather than three, for whoever turns it. He can grind out one of those rounds himself at +3; a round he turns lowers the water and never counts as one of the party's successes.

Reads the Water. At the start of each round he says what the room does next: which way it drains, where the level will be, and — one round before it happens — that the wall is about to give. He is right every time. He has no idea what is on the far side of it and does not want to be told.

Six Minutes of Air. A sponge-diver's lungs. Left below a flood line he does not drown: he goes down the nearest bore and comes up somewhere else, alive, later, and finished with whoever left him. Something that grapples him underwater is a different matter, and he knows it.

Will Not Fight. He carries a bronze bailing scoop and swings it once for 1d4 if something is actually on him. He has no place in a melee, will not put a hand on any part of a monster, and cannot break a grapple, his own or anyone else's.

On the Door. He climbs to an exit, throws the bar, and holds it open. While he is on the door no other creature has to spend an action on it, and he holds it until the last of the party is through.

Get Him Up. He drags one willing or unconscious creature within 5 ft up to 15 ft toward higher ground, clear of water it cannot stand in. He cannot move a creature that something else is holding.

Creature Cards

The arm is unique to this chamber. The dead it washed in with are Deep Water Kin (W14) and recur across the deck, so their numbers live in the bestiary.

Shared across rooms, so the full cards live in the bestiary: Drowned Hoplite. Every mention above opens the numbers here on this page.

☠

The Arm Through the Wall

Gargantuan monstrosity, unaligned · CR 11 (7,200 XP)

AC 16 (rubbery hide) | HP 189 (14d20 + 42) | Speed 0 ft.

26 (+8)STR
12 (+1)DEX
16 (+3)CON
3 (−4)INT
12 (+1)WIS
6 (−2)CHA

Saves Str +12, Con +7 · Skills Athletics +12 · Resistant to cold and to nonmagical bludgeoning · Immune to charmed, frightened, prone, blinded · Blindsight 60 ft.

It Is Only An Arm. This card is one limb of something much larger on the far side of the wall. It cannot be killed, only severed or driven off. At 0 hit points the limb withdraws through the crack; the creature it belongs to is unharmed, uninterested, and not statted.

The Pinched Sinew. Where the crack squeezes the limb, a band of white sinew is exposed. It is AC 20, and 50 slashing damage dealt to it within a single round severs the arm outright whatever its hit points are. Cold damage in the same round halves the total needed. Anyone within 20 ft of the wall can spot it with a DC 14 Investigation check or passive Perception 15.

Feels the Floor. It knows the position of every creature touching the water or the stone within 40 ft. Invisibility and darkness do nothing. Standing on rubble, on a column, or on the dry stair hides you from it completely until you attack.

Legendary Bearing. It takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of its own.

Multiattack. Two tentacle attacks, or one tentacle attack and one use of Drag Under.

Tentacle. Melee, +12 to hit, reach 30 ft (40 ft in Phase 2), one target. Hit: 24 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18) if it is Huge or smaller. The arm can hold one creature, or two in Phase 2.

Drag Under. It pulls each creature it is grappling 20 ft toward the crack. A creature dragged into water 5 ft deep or deeper begins holding its breath, and a creature pulled to the crack itself is pinned there and takes 14 (4d6) bludgeoning at the start of each of its turns until it escapes.

Pull Down a Column. It wraps one column within reach and breaks it. Every creature in a 10-ft line from the column makes a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failure or half as much on a success. The rubble becomes difficult terrain and dry footing.

Ink and Surge (recharge 5–6). Black water floods out of the crack in a 30-ft cone. Each creature in it makes a DC 17 Strength saving throw, taking 21 (6d6) bludgeoning damage and being pushed 15 ft and knocked prone on a failure, or half damage and no push on a success. The area is heavily obscured until the end of the arm's next turn.

Sweep the Fallen. When a creature within reach stands up from prone, the arm makes one tentacle attack against it.

Coil and Test. It moves the coil of its length up to 20 ft along the floor, and every creature whose space it passes through makes a DC 16 Dexterity save or is knocked prone.

Widen the Crack. Costs 2 actions. It braces and shoves. The crack tears another foot open, the water rises 1 extra foot immediately, and any pin driven into the wall this encounter pops out.

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