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28

The Bone Orchard Lift

RoomPuzzle RoomSown Bones (W01)3 exits
Illustration: Room 28 — The Bone Orchard Lift

A shaft, forty feet down and forty feet up, and hanging in the middle of it a platform of planks and chain wide enough for six. The chain runs up over a wheel at the top and back down the other side of the shaft, and on that end hangs the counterweight: an iron cage, taller than a man, packed with bones.

The cage is not full. Somebody has been taking bones out of it, and the marks in the dust say they took them that way, towards the low arch, and did not come back.

DM summary. A counterweight lift that will not move because someone scavenged the counterweight. The party has to put roughly a hundred pounds of somebody back in a cage to get the platform to lift, and the only bones available are the ones underfoot.

Terrain & Features

Battle map: custom map. A 30 × 30 ft shaft head with 80 ft of vertical lift machinery — sketch the galleries and track the platform's height beside the map. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The arithmetic, which the room states in the open. The lift moves when one side outweighs the other by 100 lb or more. The cage is 900 lb. Six adventurers with kit are roughly 1,200 lb, which is 300 lb too much on the platform side: step on together and the platform drops like a stone, hits the bottom at speed (Dexterity save DC 13, or 2d10 bludgeoning and prone, everyone aboard) and the cage slams up into the wheel and jams, which ends the puzzle badly.

Element Value
Read the balanceInvestigation DC 12 at the rail, or free for anyone who states they are weighing it up. The chain has load-marks stamped on the links in hundredweights
Weigh the partyNo check. Ask the players. Six PCs in kit is 1,200 lb; adjust for your table's actual party
One armful of bones60 lb. A character can carry three armfuls at a time up a ladder, or six in a cloak dragged behind them
Load the cageThe cage takes twelve armfuls before the door will not shut. Loading is unhurried work and takes one minute per three armfuls
Solved stateCage between 1,100 and 1,300 lb — five to seven armfuls — and the platform descends smoothly under a full party, landing soft, with both lower exits reachable

Two ways down that are not the lift.

  1. Ride it in two loads. Three people at a time is 600 lb; the 900 lb cage drops and the platform rises, which takes the first group up to the top gallery instead of down. That is not a failure — the top gallery has an exit — and a party that works it out has solved the room a different way.
  2. The chain. Climb the counterweight chain 40 ft: Athletics DC 15, with a fall of 4d6 at the midpoint. The chain is greasy and it is the mechanical fallback for a party with no patience and one good climber, who can then load the cage from below while everyone else waits.

The scavenger. Down among the long bones, Investigation DC 13 finds the person who was taking them: a body in a leather apron with a hand-cart, a broken ankle, and a bone saw. He was making something out of the counterweight and the lift stranded him. His cart holds two armfuls, already sorted.

Exits

AObviousThe upper gallery passage you came in by, and it stays open. No check.
BConditionalThe low arch at the shaft floor, 40 ft down, where the scavenger's drag marks go. Requires the lift working, the chain climbed, or a rope.Rider: you leave at the bottom of a shaft along a corridor cut for carts — wide, level, and quiet, and the party can move at full speed without splitting up for the next room's approach.
CConditionalThe head-house at the top of the shaft, level with the wheel, reachable only by riding the platform up (which means loading the platform light, not the cage heavy).Rider: you come out above where you started, and the party knows it — the next room is entered from a level the party can name, which is worth one automatic success on any check to keep their bearings there.
Loot

None. The scavenger had nothing but tools, the bones have been picked over by someone with a saw and a plan, and the cage is iron bar that nobody is carrying out. If your table looted the body and found nothing, tell them so cheerfully; this room's payment is the exit and the choice of which direction to take it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The load-marks on the chain are legible without a check, and the cage needs only three armfuls. Climb DC 13, fall 2d6
9As written
12The wheel at the top is seized with rust: Athletics DC 16 from the head-house, or Thieves' Tools DC 15 with oil, before the lift will move at all. Other DCs +1
15As APL 12, and the cage's door hinge is broken — bones loaded loose fall out through the bars at one armful per round of travel, so the descent is a timed problem: the party has three rounds of correct balance before the cage lightens and the platform stops halfway. DCs +3
DM Notes
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