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8

Sty of the Boar-Wardens

RoomGauntletMediumBeasts of the Hunt (W17)3 exits
Illustration: Room 8 — Sty of the Boar-Wardens

The corridor opens onto a walkway that rings a sunken yard, and the yard is mud. Real mud, churned and stinking, with fig roots and pale grass coming through the walls in fistfuls where something has cracked the stone. Two boars the size of ponies are working the far corner, snouts down, armoured in bronze plates that were riveted to them a long time ago and have grown in.

At the near end, sitting upright in the filth, entirely still, is a dog with two heads. One head is watching the boars. The other one is watching you.

DM summary. A working sty, still stocked. The boars are livestock and behave like it; the death dog is the herdsman and behaves like that. The walkway lets the party look before they leap, and the hurdles let them cross without ever touching the mud.

Terrain & Features

Battle-map thumbnail: The Garden Court

Battle map: The Garden Court — page 42, 55 × 75 ft (one half of The Small Keep)

The walled garden court is the sty: the enclosure wall is the walkway's inner edge (note the 8-ft drop to the yard). Shade the whole yard as mud, and stack the drawn hurdles against the north wall.

Encounter

Medium · Beasts of the Hunt (W17) · Budget at APL 9: 6,600 XP

Two head of very dangerous livestock and the thing that keeps them.

Count Creature XP each
2Calydonian Boar-Warden1,100
1Two-Headed Death Dog700

Base 2,900 XP; ×2 for three bodies = 5,800 adjusted, against the APL 9 Medium budget of 6,600. It sits 800 under, and the mud makes up the difference: a party that fights this in the yard is fighting at half speed against things that are not.

Round 1. The boars do not look up. They are eating and they have been eating all day. The dog's left head has already seen you and it does not bark — it stands, walks to the gate, and puts itself between the party and the trough. Nothing has attacked yet. This is a Medium gauntlet with a whole round of grace in it, and a party that uses the round to get onto the hurdles has effectively skipped it.

Tactics.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross on the hurdle tops

The three standing hurdles run in a line from the north gate to the south, four feet above the mud, and they will hold a person.

  • Getting up: step off the walkway, no check. Acrobatics DC 13 per hurdle-span to cross — three spans in all — or DC 10 for anyone who has a hand on a spear used as a balance pole.
  • Success: the party crosses the yard without entering the mud. The boars cannot reach a target four feet up and will not try twice. The dog watches them the whole way and does nothing, because nobody has gone near the trough.
  • One failure: you go into the mud, prone and restrained until you spend 10 ft standing. The nearest boar charges you next round. The rest of the party is still up on the hurdles and this is very much survivable — but somebody now has to decide whether to come down.
  • Two failures: the hurdle line goes over. Everyone on it lands in the mud and the fight is on, in the worst possible posture.
  • Cost of doing it in heavy armour: disadvantage, unless someone else takes the pack and the shield across first, which costs one extra crossing.
Bypass — Withdrawing instead

The walkway rings the yard. A party that decides not to go down can simply walk around to the far stair and out, no check, no cost except the loot and the clue. This is a Medium room that a careful party never fights, and that is allowed.

Exits

AObviousThe walkway's far stair and the arch beyond it, reachable without ever entering the yard. No check.
BConditionalThe yard's north stock gate, which is barred from the yard side and needs someone down in the mud to lift it.Rider: you leave through the working end of a livestock pen and you are filthy to the thigh. Disadvantage on Stealth for one room against anything with a nose, advantage on any attempt to convince a beast you belong here.
CHiddenA root-cracked gap in the yard's west wall where the fig has broken the stone, screened by hanging growth. Investigation DC 13 from the walkway, automatic from inside the yard.Rider: you squeeze out through living roots and arrive with green on you — for one room, you have advantage on Stealth anywhere there is vegetation, and you smell like the outside, which is a thing some prisoners in this maze will notice.
Loot

One roll on the loot table — the drover's satchel on the gate post.

The hurdles are not loot and they are worth more than the roll. Eight woven willow panels, each about 25 lb, each buoyant, all of them lashable. If your Resolution is X16 or X11, this is where the party's raft comes from, and a party that thinks to take two hurdles with them out of a pig pen has earned every bit of the escape they build with them.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One boar and the dog. The mud is ankle-deep rather than knee-deep — difficult terrain, no restraint. DCs −2
9As written
12Three boars, two death dogs, and the trough has been freshly filled, which means the drover is nearby and the animals are keyed up. DCs +1, and a boar that hits a post is not stunned — the posts are rotten at this tier and go over
15Four boars, two death dogs, and one of the boars is old, scarred, and clever: it does not charge, it waits by the hurdle line and takes anyone who falls. DCs +3. Give the old boar 50% more HP and a reaction that shoves a creature within 10 ft prone into the mud
DM Notes

Creature Cards

Both belong to Beasts of the Hunt (W17) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Calydonian Boar-Warden, Two-Headed Death Dog. Every mention above opens the numbers here on this page.

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