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16

The Chimera Yard

RoomAvoidable ThreatDeadlyChimeric Menagerie (W07)4 exits
Illustration: Room 16 — The Chimera Yard

You hear it two corridors out: a sound like a barn falling over, again and again, with screaming in it.

The yard beyond is enormous — old stock pens, a stone trough down the middle, a wagon on its side with the axle snapped. In the middle of it a three-headed thing the size of a cart-horse is turning in place, snapping upward, its goat's head shrieking and its lion's head bleeding from the ear. Forty feet above it something with bronze quills is circling, and every few seconds it fires one down.

Neither of them has looked at the doorway you are standing in.

DM summary. A chimera and a manticore have been trying to kill each other for an hour and will keep at it for another. The room is eighty feet of open ground and a covered colonnade at fifteen feet, and the party's only real job is to not become the third party in a two-party war.

Terrain & Features

Battle-map thumbnail: The Grey Flags

Battle map: The Grey Flags — pages 1 & 2, 110 × 75 ft

The blank full spread carries the 100 × 75 ft stockyard: draw the colonnade line along the north wall, the six hurdle pens along the south, the 20-ft trough down the centre, and the overturned wagon at the south-west.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — The architrave

Eighty feet of three-foot stone at fifteen feet, under a roof, from the entry ramp to the loft door. It is the room's intended answer and it is not a formality.

  • Getting up: Athletics DC 13 at the ramp end, where a fallen column leans against the first pillar. Anyone with a climb speed or a rope goes free.
  • Crossing: group Stealth DC 15, taken with advantage — there is a chimera screaming forty feet below you and nothing up there can hear anything.
  • One failure: a tail-spike goes wide and takes a foot of masonry out from under someone. Dexterity save DC 14 or fall 15 ft into the yard: 2d6, prone, and in the worst square in the Labyrinth.
  • Two failures: the manticore breaks off and comes for the colonnade, and the chimera follows it because it will not be denied. The party is now on a 3-ft ledge in a fight it did not want.
  • Cost: the architrave passes directly over the carcass. Nobody on it can reach the mule's pack.
Bypass — Feed the fight

Keep them at each other. It is cynical, it is effective, and it is exactly what a Labyrinth party should think of.

  • Doing it: hurt one of them in a way that reads as the other's work. A thrown spear at the chimera from the manticore's arc — one ranged attack against AC 15, made from a position in the manticore's line — or a Deception or Sleight of Hand DC 15 to make the shot look like a spike.
  • Success: they go two more rounds, hard, and the party crosses the open floor at ground level without a check. The chimera's goat head screams for the duration and nothing in the yard is listening for footsteps.
  • Failure: you have thrown a spear at a chimera. It has an excellent nose and it now knows there are three parties in this yard.
  • Cost: if it works, it works. If it does not, it is the worst outcome available in the room, and the party should be told the odds before they roll.
Bypass — Wait it out

The patient option, and it is a real one.

  • What happens: the manticore carries twelve tail-spikes and fires two or three a round. On the sixth round of any given exchange it is out, breaks off, and goes up to its ledge at 40 ft to regrow them. The chimera returns to the carcass and eats, head down, for about four minutes.
  • The window: four rounds of eating. Crossing the yard floor in that window is Stealth DC 13 with advantage — the lion head is eating, the dragon head is watching the ledge, and only the goat head is looking at the doors, out of habit.
  • Cost: ten minutes of watching from the ramp, which is ten minutes of session time and one wandering-threat roll (d6; on 1–2 something arrives behind the party, and now there are four parties in this yard).
  • Failure: if the Stealth check fails, the eating stops. The party is halfway across an eighty-foot floor and both heads that matter are up.

Encounter

Deadly · Chimeric Menagerie (W07) · Budget at APL 9: 14,400 XP

Two things above the party's weight class, fully occupied with each other.

Count Creature XP each
1Chimera of the Yard7,200
1Bronze-Barbed Manticore3,900

Base 11,100 XP; ×1.5 for two bodies = 16,650 adjusted, against the APL 9 Deadly budget of 14,400. That is 2,250 over the Deadly line, in a room with no chokepoint and one of the two combatants in the air.

Why they are not attacking the party. They are attacking each other, and have been for an hour, over a dead mule and about six hundred square feet of territory. Neither can finish it: the chimera cannot reach the air and the manticore cannot survive the ground. It is a stalemate that has become a habit. Every round the party spends unnoticed is a round these two spend on each other, and that is the entire economy of this room.

What happens if the party fights anyway. Say it plainly at the table: sixteen and a half thousand adjusted XP, in the open, one of them flying, against six PCs at ninth level. Worse: after two rounds of taking damage from a third party, they stop fighting each other. The fastest way to turn a chimera and a manticore into allies is to shoot at both of them. This can kill characters, and if the party chooses it with those numbers in front of them, that is the honest cost of poking it and you should run it straight.

If they engage, in order. The manticore breaks off first and goes for whoever is at range — it prefers artillery duels and it has been losing this one. The chimera goes for whatever is closest and does not change targets. Round 3, both of them are on the party and neither is on the other. Round 5, the chimera tries to drag someone into a pen.

Withdrawal. The entry ramp is 40 ft of open ground behind the party and neither creature has looked at it. A party can withdraw the way they came at any point before either creature has taken damage from them, at no cost but ten minutes, this room's clue, and the pack on the mule. State that option out loud the first time somebody reaches for a bow.

Exits

AObviousThe cart-gate at the yard's west end, wide enough for a wagon, standing open. No check to find; crossing to it is the room.Rider: you leave through the gate the stock came in by, and the ruts outside run somewhere — for one room, you are following a road, and roads have traffic.
BConditionalThe loft door at the west end of the colonnade, at the architrave's far end. Only reachable by crossing up top.Rider: you leave at height and unseen, and you have watched two apex predators fight for ten minutes from a safe seat. Take one free Perception check on entering the next room, before anything in it reacts to you.
CHiddenA drain under the stone trough, grated, 2 ft square, running west. Investigation DC 14 from within 10 ft of the trough — which means being in the yard.Rider: you go out on your belly through fifty feet of stock drain. You arrive filthy and unmistakable to anything with a nose, and you arrive below where you started.
DConditionalThe manticore's hole behind its ledge at 40 ft, reachable only once it has gone up and come back down again, or once it is dead. Athletics DC 16 to climb the west wall's brackets.Rider: you come out into a spike-littered crawl that stinks of ammonia, and you carry two intact bronze tail-spikes with you — treat each as a javelin that does 1d6 extra piercing, two throws, then they shatter.
Loot

Conditional — one roll on the loot table, and the condition is nerve.

The mule in the middle of the yard still has its pack lashed on: somebody's supplies, somebody's coin, and somebody's very bad afternoon.

Nothing else in the yard is worth having. The braziers are chained down and the wagon has a snapped axle.

Scaling — APL 6 / 12 / 15
APL Adjustment
6A Bronze-Barbed Manticore and two Cage-Broken Hybrids fighting each other — still far above the party, still the point, and the hybrids are unpredictable enough that the stalemate is noisier. All DCs −2, and the eating window is six rounds
9As written
12Add two Cage-Broken Hybrids skulking in the pens, taking bites out of whichever combatant is losing. Three-way, and the party is the fourth. DCs +1, and the manticore carries eighteen spikes
15Two Chimeras of the Yard against the manticore and its mate. Four bodies at 22,200 base and ×2 = 44,400 adjusted, which is not an encounter, it is weather. DCs +3, and the architrave has a 10-ft gap in it at the halfway point — Athletics DC 15 to jump, in silence, with that going on below
DM Notes

Creature Cards

Both belong to Chimeric Menagerie (W07) and both recur, so the numbers live in the bestiary. The Chimera is this room's centrepiece, and R049 fields her again in its upper scaling row. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Chimera of the Yard, Bronze-Barbed Manticore. Every mention above opens the numbers here on this page.

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