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21

The Weighing Floor

RoomPuzzle RoomMediumDaedalan Automata (W03)3 exits
Illustration: Room 21 — The Weighing Floor

The floor is not a floor. It is ninety-six bronze-edged plates, each one the width of a stride, and each one sitting a finger's breadth proud of its neighbours on a spring you can hear when you lean on it. High on the north wall a balance beam the length of a boat hangs level, with a pointer at its centre and a bull's head cut into the stone behind the pointer.

Three iron rails cross the room. On each rail stands a bronze ox, cold, head down, waiting to be told.

DM summary. A scale the size of a room, built to admit a bull and nothing else, and the party has to convince it that they are one. Get the weight and the cadence wrong twice and the calibration weights — three bronze oxen — come off their rails to do the weighing themselves.

Terrain & Features

Battle-map thumbnail: The Hall, West End

Battle map: The Hall, West End — page 29, 55 × 75 ft (one half of The Great Hall)

The chequerboard is the scale: its squares read as the 12 × 8 grid of sprung plates at 60 × 40 ft. Draw the fixed apron inside the south-east door and the beam gallery as a ledge line along the north wall.

Encounter

Medium · Daedalan Automata (W03) · Budget at APL 9: 6,600 XP

Only if the scale is insulted twice. Three calibration weights, and each one is only dangerous in its own lane.

Count Creature XP each
3Bronze Ox1,100

Base 3,300 XP; ×2 for three bodies = 6,600 adjusted, exactly the APL 9 Medium budget. This is the whole encounter — there is no second wave and nothing else in the room — which is why it is Medium and not Hard despite three CR 4 bodies.

The mis-weight clock. Every failed crossing attempt drops a bronze hammer on a plate: one loud, flat bang that everyone in the room feels through their boots. One bang: the oxen lift their heads. Two bangs: they come off the rail-stops and roll, and stay rolling until the beam balances or they are broken.

Round 1. Each ox runs its own rail end to end, at the same time, in the same direction. Nothing dodges out of the way for you and nothing changes lane. A creature in a lane when the run starts may dive clear with a Dexterity save DC 14, landing prone 10 ft to the side — which, on the middle rail, is the next lane over.

Tactics. The oxen do not pursue off the rails; they cannot. They reverse at the wall and run back. They ignore anyone standing between the lanes, ignore anyone on the apron, and stop the instant the pointer sits on the bull's head, wherever they happen to be. A party that works this out fights three creatures by standing still, which is the joke the room is telling.

Traps / Puzzles / Checks

What the beam wants. The floor opens the gate for 1,100 lb or more, carried on no more than two plates at any moment, moving one plate forward every six seconds. That is a bull: heavy, two feet down at a time, unhurried. Six people walking abreast weigh about right and are wrong in every other way.

Element Value
Read the beamInvestigation DC 12 from the doorway, or Perception DC 13 passive as they enter
Understand the cadenceInvestigation DC 14 watching the pointer swing, or any History/Nature check on bull-driving — a character from farming country gets it free
Find the drover's pipePassive Perception 13; it hangs on a peg beside the door
Mis-weightThe hammer falls: one bang, and the clock above advances
Solved stateThe pointer rests on the bull's head, the tongue drops, and the north gate is open for eight seconds — long enough for the whole party if they are already lined up

Three ways through, all intended.

  1. Walk an ox across. The oxen are the calibration weights and each one is exactly right. Throw the rail switch (Investigation DC 13 to find it, Thieves' Tools DC 14 or Athletics DC 15 to throw it) and blow the drover's pipe: the ox steps off the rail onto the plates and walks the room corner to corner in a perfect two-beat. The gate opens as it passes the pointer. Cost: the ox is now loose in the room and no longer on a lane. It is not hostile. It is 1,100 lb of bronze that does exactly what the last note blown at it told it to do, and it will keep doing that.
  2. Load the sledge. Eleven blocks on the sledge is 1,100 lb. Dragging it in a two-beat cadence is Athletics DC 14, three rounds running, and two people on the rope give advantage. Each failure is a bang.
  3. Peg the beam. The mechanical fallback: Thieves' Tools DC 16 in the gallery (Athletics DC 13 to climb to it) drives a shim into the beam's pivot and holds the tongue down permanently. Cost: the gate never closes again, which is loud, permanent, and rings through the stone; and the scale never opens the trundle-gate at exit C, because the pegged beam cannot swing the other way.

Exits

AObviousThe apron door you came in by, and beside it the small clerk's door in the east wall, standing open on a stair. No check.
BConditionalThe north bull-head gate. Opens for eight seconds each time the pointer sits on the bull's head.Rider: you leave on the beat of a bronze bell and the sound goes with you — the next room's inhabitants, if it has any, are already looking at the door when you come through it.
CConditionalThe trundle-gate at the east end of the middle rail, where the oxen were brought in. Opens only while an ox is standing on the plates rather than the rail.Rider: the rail runs on into the dark and you can walk it out — the party arrives dry-shod and unhurried, and takes one free Perception check on entering the next room before anything reacts to them.
Loot

None. The oxen carry nothing, the sledge blocks are dressed limestone, and the room's only valuable object is the balance beam, which weighs as much as a cart and is bolted to the wall. Say so plainly when someone asks — the room's reward is the exit and the trick, and a DM who hedges here has players prising up plates for ten minutes.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two oxen, on the outer rails only — the middle lane is safe ground. All DCs −2, and the beam accepts any steady cadence rather than a two-beat
9As written
12Three oxen, and the mis-weight clock is one bang, not two. DCs +1. The gate stays open five seconds, not eight
15Three oxen plus a Clockwork Sentinel on the gallery that throws the rail switch back every round, and the beam wants 1,600 lb. DCs +3, gate open four seconds — the party crosses in two groups or not at all
DM Notes

Creature Cards

The oxen recur across the deck and their numbers live in the bestiary. The lanes, the cadence, and the bang are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Bronze Ox. Every mention above opens the numbers here on this page.

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