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6

Gallery of Unfinished Wings

RoomLore & NavigationDaedalan Automata (W03)3 exits
Illustration: Room 6 — Gallery of Unfinished Wings

Four racks stand down the middle of this long room, and on each rack is a wing. Not a bird's — a made thing, ash-wood ribs and bronze wire and a skin of grey feathers laid in courses like roof tiles, some of them finished, most of them bare frame. They are enormous. They were built for a person.

The air moves through here steadily, coming from somewhere above and going somewhere else, and it smells of the outside.

DM summary. Daedalus's rejected drafts, on racks, with his notes still pinned to them — the single strongest early clue for X17, and the front door to the sealed shop where X20's bronze bird is sitting.

Terrain & Features

Battle-map thumbnail: The Guildhall Floor

Battle map: The Guildhall Floor — page 35, 55 × 75 ft (one half of The Hall and the Sanctum)

The guildhall floor is the wing-workshop: the long hall is the workroom, the printed benches are Daedalus's bench line. Draw the four wing-racks along the south side and mark the three slot-vents high on the north wall.

Traps / Puzzles / Checks

Nothing here is trapped. Four things here are readable, and reading them is the whole point of the room.

Element Value
The vent tallyInvestigation DC 14. Three columns are shaft heights in cubits; the circled column is the shaft that draws hardest at dawn. This is the X17 requirement and it is not portable — someone must copy it or remember it
The note pinned to rack oneFree to anyone who looks at the racks. Four lines in a cramped hand, and the last line is an instruction: do not go above the throat — the stone is warm there and warm wax is not wax
Knowing why that mattersHistory DC 12 from anyone who has heard the story, or free for a character who has ever worked wax. Wax softens where the sun heats the shaft's neck. Nobody has to fall for this to be true
The sound rack, assessedInvestigation DC 12 or any tool proficiency: racks one and three will fly, two and four will not. A frame weighs 30 lb and is awkward rather than heavy
The bricked doorAthletics DC 14 with a crowbar or a spear butt, or 25 damage to the brick (AC 12). It is loud, it takes four rounds, and it is not subtle
Waking a SentinelNothing the party does at the racks wakes them. Breaking the brick does — one Sentinel's governor ticks over on the fourth round of work

When a Sentinel wakes. It steps down, looks at the mess, and begins tidying. It is a caretaker on a hundred-year-old work order: it re-shelves what has been moved, re-hangs the tools, and re-racks any wing-frame it can reach. It does not attack. It will physically take a frame out of a character's hands, once, politely, at a Strength contest against +7. It attacks only if struck, and if struck it is a CR 5 construct in a room full of things the party wants intact. Say "it is tidying" out loud. Let the table work out that the enemy here is bureaucracy.

Exits

AObviousThe gallery's far arch, past the last rack. No check.
BConditionalThrough the bricked door into the sealed shop and out its far side. Opens when the brick does.Rider: you leave through the shop coated in bronze filings and old sawdust; a pinch of the filings in a pouch is a Trace-tier clue for X20, and anything magnetic in your kit is now irritating.
CHiddenA vent hatch behind rack four, man-sized, put there so the chandler could reach the slot-vents. Investigation DC 14 — the same look that finds the tally.Rider: you go up a service shaft twenty feet and come out above the level you left, arriving from a hatch in a ceiling with the wind behind you.
Loot

None, and be firm about this. Everything of value in this room belongs to a Resolution: the sound wing-frames and the vent tally are X17's, the shop behind the brick is X20's, and none of it goes on the d100 table or into a pocket as treasure. A party that takes a frame has taken equipment for their escape, which is better than loot and should be described as heavier.

The bronze rule, the pin-vice, and the feather-combs are worth about six drachmae together and are not worth a roll.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Both sound frames are finished and skinned; the note is pinned where nobody can miss it. DCs −2. The Sentinels are missing their governors entirely and will not wake
9As written
12One sound frame. The tally has been partly scraped off and reading it is Investigation DC 15 plus History DC 14 to reconstruct the missing column. DCs +1. Both Sentinels wake on the brick, and one of them re-bricks the door behind the party
15No sound frames — all four are drafts and the good pair left with somebody. The tally is intact and it is the only prize. DCs +3, and a Bronze Warden, Atelier-Pattern is standing in the sealed shop, mid-sentence, having been waiting a hundred years to finish an argument
DM Notes
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