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13

Hoplite Ossuary

RoomGauntletHardSown Bones (W01)3 exits
Illustration: Room 13 — Hoplite Ossuary

A long aisle, and both walls are shelves — three tiers of them, floor to ceiling, stacked with the sorted bones of a great many people. Shins with shins. Skulls with skulls. Someone did this on purpose and took years over it.

Sixty feet down the aisle the shelves stop and a wall of bronze begins: eight round shields, edge to edge, filling the passage from one side to the other, and above them a hedge of spear-points at exactly the same height.

None of it moves. All of it is facing you.

DM summary. A shield wall in a corridor too narrow to go around — except that the shelves are climbable, the wall is guarding a door rather than the corridor, and both of those facts are findable before anyone throws a spear.

Terrain & Features

Battle-map thumbnail: The Service Rooms

Battle map: The Service Rooms — page 24, 55 × 75 ft (one half of The Tiled Halls)

Use the longest of the plain chambers as the 60 × 20 ft gallery: hatch both long walls as three-tier bone shelves, leaving the 15-ft aisle, and draw the four spent grooves down the floor.

Encounter

Hard · Sown Bones (W01) · Budget at APL 9: 9,600 XP

A wall of six, and it does not want the corridor. It wants the door.

Count Creature XP each
4Bronze-Tooth Hoplite700
2Bone Archer of the Sown Field450

Base 3,700 XP; ×2 for six bodies = 7,400 adjusted, against the APL 9 Hard budget of 9,600. This room is 23% under budget and it is still Hard, because of frontage: three PCs can reach the wall, two hoplites can reach them, and the archers shoot over the top from a rank the party cannot get at. A twenty-foot corridor is worth two extra bodies.

Round 1. Nothing charges. The wall takes one step forward — all four hoplites, together, one pace — and then stops, and the spear-points come down level. The archers nock. They will hold this position for as long as the party wants to stand there, which is the room's entire personality.

Tactics.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Over the shelves and behind

The dead do not look up. The shelves run the full length of both walls and the second tier clears a spear-point by four inches.

  • Getting up: Athletics DC 12, one tier at a time.
  • Traversing: group Stealth DC 13 for a party moving along the tiers. The hoplites face the aisle and the archers watch the aisle; nothing in the room has looked at the ceiling in four hundred years.
  • One failure: a skull rolls off a shelf. An archer turns and shoots at the climber — one attack, and the wall does not move.
  • Two failures: a tier gives way under someone. 2d10, prone in the aisle, 10 ft from a spear hedge.
  • Success: the party arrives behind the wall at the door, where the archers are, and the wall now has to turn around. A hoplite that turns breaks the wall for both its neighbours. This is the whole fight, won in one move.
Bypass — Work out what they are guarding

Free information, and the party has to think to get it.

  • The check: Investigation DC 13 on the wall's position, or History DC 14 on the formation. Both give the same answer: this is a door guard in a corridor, not a corridor guard. They are not here to stop passage; they are here to stop entry.
  • Success: the party may walk up the aisle to within 20 ft, take the north shelf-crawl (exit C), and leave without a single attack roll. The wall watches them do it and does nothing.
  • Failure: nothing happens, but nothing is learned, and the party's next move is a guess. A guess that walks to 10 ft is a guess that gets a spear.
  • Cost: whatever is behind that door stays behind it, which includes this room's loot roll.
Bypass — Withdrawing instead

Walk back out. They will not follow. It costs the loot and the clue and nothing else.

Traps / Puzzles / Checks

The spent grooves are the room's lore payload and they cost one check.

Element Value
Reading themReligion DC 12 or History DC 13, or free for anyone who has seen a live sowing floor
What they sayThese four channels grew the men in the shield wall. They are exhausted — the earth in them is spent and the bronze lips are cracked, so nothing more will come up here. A groove with teeth still in it is a different proposition entirely
Why it mattersIt is the difference between a room that spawns and a room that does not, and a party that can tell the two apart at a glance has been given a real tool for the rest of the maze

Exits

AObviousThe way the aisle came in, and a side arch 10 ft back from the threshold that the party walked past. No check.
BConditionalThe bronze-bound door behind the shield wall, which opens once the wall is broken, bypassed, or walked around.Rider: you leave through a door six dead men were still guarding four centuries after being told to. Something on the other side was worth it, and you have that in hand — this room's clue travels with you.
CHiddenA shelf-crawl in the north wall's second tier, where three tiers' worth of bone has been cleared out and the back of the shelf is a passage. Investigation DC 14 from the floor, automatic from the tier.Rider: you come out through a wall of stacked bone and arrive powdered white — disadvantage on Stealth for one room, and anything that hunts by scent reads you as a corpse for the first round it meets you.
Loot

One roll on the loot table — the grave-goods stacked behind the door the wall is guarding: a hoplite's full kit, laid out the way a man is buried, and it has not been touched.

Taking the kit does not animate anything. This is not that kind of room, and a DM who springs a wight here has broken the promise the spent grooves made.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three hoplites and one archer, and the middle shelf tier is already collapsed on the west side — the flank is open from the start. All DCs −2
9As written
12Six hoplites in two ranks of three and three archers, and the front rank has planted spear-butts: any creature that charges the wall takes 2d8 piercing before it arrives. DCs +1
15Eight hoplites, three archers, and a Dragon-Tooth Serjeant in the second rank who sows — one of the four grooves is not spent after all, and it produces a fresh hoplite at the end of every third round while the Serjeant stands over it. DCs +3
DM Notes

Creature Cards

Both belong to Sown Bones (W01) 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: Bronze-Tooth Hoplite, Bone Archer of the Sown Field. Every mention above opens the numbers here on this page.

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