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11

Kiln of the Bronze Bull

RoomTrap RoomHardSalamander Forge (W13)3 exits
Illustration: Room 11 — Kiln of the Bronze Bull

The passage narrows, slopes down, and turns to metal underfoot. Bronze plates, riveted, curving up and over into a low vault — and the curve is wrong for a corridor. It is the curve of a body.

Behind you the way in is a throat. Ahead of you the floor is a grating, and below the grating something red is turning over in its sleep.

The bronze is warm. Not hot. Warm, the way a pan is warm when someone has just put it on.

DM summary. The party is inside a brazen bull the size of a house and somebody has lit it. The room is a heat clock with a fire under the floor and three fire-things in the firebox; the way out is to kill the fire, not the hounds.

Terrain & Features

Battle map: custom map. The inside of a 30 × 20 ft bronze bull, floor grate and throat-pipe included — draw its outline; no page helps. Browse the book if a page half fits your table better.

Encounter

Hard · Salamander Forge (W13) · Budget at APL 9: 9,600 XP

Three hounds in the firebox and the thing that stokes it.

Count Creature XP each
3Pyre-Hound700
1Forge Salamander2,300

Base 4,400 XP; ×2 for four bodies = 8,800 adjusted, against the APL 9 Hard budget of 9,600. It sits 800 under budget and the heat clock is the difference — a party that treats this as a straight fight will be at 4d10 a round by the time they win it.

The heat clock. State it at the top of every round.

Round The bronze Effect
1–2WarmNothing. This is your warning and it is a real one
3–4Hot1d10 fire at the start of your turn to anything touching bronze — which is the floor, so: everyone
5–7Very hot2d10 fire, and a Constitution save DC 13 or one level of exhaustion. Metal armour is now a problem and you should say so
8+Glowing4d10 fire per round. Leave. There is no version of this room where standing in it at round eight is correct

The clock stops rising the moment the bellows are jammed, and falls one band per two rounds once the fire is out.

Round 1. The Salamander is in the firebox and does not come up — it is working. Two Pyre-Hounds put their heads through the grate and breathe. The third goes around and comes in the tail hatch behind the party, because that is what the hatch is for. Nothing here is subtle; the room is the subtlety.

Tactics. Pyre-Hounds herd. They will not close to melee if they can push the party toward the hot end instead, and one that dies ignites — 2d6 fire in a 5-ft radius, which in here means somebody. The Salamander comes up through the grate only if the bellows are threatened, and it is the one thing in the room that will follow the party out of it, for exactly one room, before the cold drives it back.

Cold does something concrete. Any cold damage on the Salamander makes it recoil into the firebox for one round; a hound that takes cold damage loses its ignition on death. Water works too: a waterskin on the grate buys one round of steam and blind.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Kill the fire, not the hounds

The bellows-crank on the outside of the flank is the actual encounter and it is reachable within one round of the tail hatch.

  • Getting there: out the tail hatch, 15 ft along the bull's flank. No check, but you are outside the party and one hound will follow you.
  • Jamming it: Thieves' Tools DC 15, Athletics DC 16 to snap the drive-bar, or any water or cold effect poured into the firebox vent, no check. A spear jammed into the crank works and is destroyed.
  • Success: the clock stops where it is and begins falling. The Salamander comes out of the firebox furious, which is a fight in the open on the outside of the bull, with room to move — a much better fight than the one inside.
  • Failure: the drive-bar slips and the weight drops a notch. The clock advances a full band immediately. A second attempt is allowed and there is time for exactly one.
  • Cost: whoever goes is alone outside a bronze bull with a fire-hound.
Bypass — Go back up the throat

The way in is still the way out for two rounds, and after that the grease in the pipe is on fire.

  • The climb: Athletics DC 13 up the greased slope, and the mouth-hatch from the inside is Athletics DC 17 — or DC 13 if the bellows are already jammed, because the counterweight relaxes as the bull cools.
  • Success: the party is back in the corridor they came from, out of the heat, having spent two rounds and learned exactly what this room is.
  • Failure: you slide back down the pipe and land prone on the grate. In band 3 or higher that is the round's fire damage twice.
  • Cost of withdrawing this way: the party leaves by the way they came, gains nothing, loses the clue, and the bull is still lit — which means somebody intends to use it, and that is worth thinking about.

Traps / Puzzles / Checks

The bull's voice, used on purpose. This is the room's hidden tool and a clever party will find it.

Element Value
Noticing the reedsInvestigation DC 13 in the throat, or free the moment anyone raises their voice
Using itA deliberate sustained shout in the belly produces a bull's bellow audible three rooms off. Roll d6: on 1–2 the nearest wandering threat comes here — which is bad now and excellent later, because it will not be where the party is going
Reading the fireboxInvestigation DC 14 through the grate: the fire is fed on a schedule and the ash is three days deep. This bull is in use
The clampThe mouth-hatch counterweight, Perception DC 12 from the throat on the way in. Anyone who spots it can wedge it with a spear before the last person steps off — no check, and the trap simply does not close

Exits

AObviousThe tail hatch at the north end, standing open on its counterweight arm, letting the ash out. No check.Rider: you come out onto a slag floor with your soles scorched and your kit smelling of hot metal. Anything that tracks by scent has you for the next room, and any straw, oil, or web you walk into catches.
BConditionalBack up the throat and out through the bull's mouth, once the mouth-hatch is levered.Rider: you leave through the animal's teeth in full view of whatever lit it, and you arrive with the bellow still ringing — disadvantage on your first Stealth check in the next room.
CHiddenThe ash-fall chute under the firebox, which drops six feet into a spoil tunnel. Investigation DC 14 through the grate, and it can only be used once the fire is out.Rider: you arrive black to the eyebrows — advantage on Stealth in darkness for one room, disadvantage on anything requiring a clean hand or a clear throat.
Loot

None. The inside of a brazen bull is designed to produce ash and it is very good at its job. Anything anyone ever brought in here is a grey line on the firebox floor.

The bellows-crank's drive-bar is good iron and a party that takes it has taken a crowbar, which is worth more than a roll and is not one.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two Pyre-Hounds and no Salamander; the fire is untended and the clock advances a band every three rounds. Damage per band: 1d10 / 2d10 / 2d10. All DCs −2
9As written
12Four Pyre-Hounds, two Forge Salamanders, and the clock advances every round from round 3. Band damage steps to 4d10 / 10d10. DCs +1
15As APL 12, plus the bull walks: the whole thing is on a rail and something outside starts it moving on round 4, so the floor is difficult terrain and the tail hatch swings. DCs +3. A second phase for the lead Salamander at half HP — it climbs into the throat and blocks exit B with its body
DM Notes

Creature Cards

Both belong to Salamander Forge (W13) 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: Pyre-Hound, Forge Salamander. Every mention above opens the numbers here on this page.

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