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40

Terracotta Barracks

RoomGauntletMediumClay & Marble (W16)3 exits
Illustration: Room 40 — Terracotta Barracks

Sixty clay soldiers stand in four ranks of fifteen, facing the far wall, spears at rest. They are the height of men and the colour of flowerpots, and their faces are all the same face. The room smells of a kiln that went out a long time ago.

At the far end, on a low plinth, one of them is turned around. It is facing you, and it has a bronze rod in its hand instead of a spear, and while you are looking at it, it does not move at all.

DM summary. Sixty statues, two of them awake, and the drill-master on the plinth can wake more with a bronze baton if the party gives it time. The fight is small; the room is about which sixty-fourth of it is going to move.

Terrain & Features

Battle-map thumbnail: The Hall, East End

Battle map: The Hall, East End — page 30, 55 × 75 ft (one half of The Great Hall)

The chequerboard drills the ranks for you: stand the sixty terracotta soldiers on its squares, four ranks of fifteen, 5 ft apart. Draw the 10-ft plinth at the north end and mark the kiln-vents' red glow along the west wall.

Encounter

Medium · Clay & Marble (W16) · Budget at APL 9: 6,600 XP

Two awake out of sixty, and a baton that can change the arithmetic.

Count Creature XP each
1Terracotta Soldier700
1Choirmaster of the Plinth3,900

Base 4,600 XP; ×1.5 for two bodies = 6,900 adjusted, against the APL 9 Medium budget of 6,600 — three hundred over. The wake clock below is deliberately outside that number, exactly as R001's spawn clock is: it is the room's pressure, not its budget, and a party that leaves the drill-master conducting for six rounds is fighting a Hard encounter it built itself.

The wake clock. At the end of every second round, the Choirmaster beats the bronze rod once against the plinth and one more Terracotta Soldier in the ranks animates, acting from the next round. Maximum four extra. The clock stops the moment the rod is taken, broken, or the plinth is toppled.

Round 1, and the surprise. The one awake soldier is standing in the third rank, indistinguishable from its neighbours, and it attacks the nearest character from inside the formation. Unless the party has checked the ranks (see below), it and the Choirmaster get a surprise round. The Choirmaster spends that round beating the rod, not attacking; it is a conductor and it conducts.

Tactics. Terracotta Soldiers are slow, keep their rank spacing, and never pursue past the ranks they belong to. The Choirmaster does not leave the plinth while it has bodies to conduct; strip its ranks and it comes down and fights badly, alone, and it knows it. Nothing here follows the party out of the room.

Traps / Puzzles / Checks

Telling the awake from the fired. This is the room's actual game and it is free to anyone who looks.

Element Value
Check one rankOne action, Investigation DC 14, from within 10 ft of it
The tellsFresh clay dust at the feet (it has shifted its weight), no kiln crack along the shoulder seam, and warmth — an animate soldier is faintly warm and the rest are cold to the touch
SuccessYou know which figure in that rank is awake, or that none is. Mark it
Effect on the ambushChecking the rank that holds the awake soldier cancels the surprise round entirely. Checking any other rank narrows it and gives the party's own scout advantage on the next rank
PassiveA character with passive Perception 16 or better notices the dust at the third rank's feet as they walk in, no action, no roll. Give it to them; the room is better when somebody spots it
Hiding among themThe party can play the same trick: Stealth DC 15 to stand in a gap in the ranks. An animate soldier walks straight past a hidden character, and the Choirmaster does not count its own ranks

The bronze rod. The wake clock's whole mechanism, and there are four ways to take it away.

Approach Number Cost of failure
Grapple the rod-armAthletics DC 14 contested by the ChoirmasterYou are adjacent to it, on its plinth, alone
Snatch itSleight of Hand DC 16It beats the rod on the same turn: one extra wake
Break itAC 15, 10 HP, and a bronze rod resists piercingNothing extra; it is just a wasted attack
Tip the plinthAthletics DC 15, two characters, from behindThe plinth rocks and settles. Second attempt allowed at the same DC

Solved state: rod gone or plinth over. No further soldiers wake, and the ones already awake keep going until they are down.

Exits

AObviousThe south door you came in by, at the ranks' backs. No check, open throughout.
BObviousThe north door beyond the plinth, the one all sixty of them are facing. No check to open — only to reach, which means crossing four ranks of difficult terrain or going round the outside.
CConditionalA kiln-vent in the west wall, crawlable once the party is sure it is cold (Investigation DC 12; two of the six are still warm enough to blister).Rider: you come out through a firing tunnel powdered white with clay dust — for one room, the party is visibly, absurdly conspicuous in any light, and anything that has ever been made of clay treats them, briefly, as something familiar.
Loot

One roll on the loot table: the armoury rack behind the plinth — real bronze, issued and never drawn. Reaching it means getting to the north end, by fighting, by the outside aisle, or by hiding in the ranks and walking past everything.

Sixty clay spears are sixty clay spears. Let somebody take one and let it snap on the first parry, and do not warn them, because that is the sort of room this is.

Scaling — APL 6 / 12 / 15
APL Adjustment
6No Choirmaster: three Terracotta Soldiers scattered through the ranks and no wake clock. All DCs −2
9As written
12Two awake soldiers to start, the wake clock runs every round to a maximum of six, and a Marble Chorister stands at the plinth's foot singing the ranks into step. DCs +1
15Three awake to start, wake clock every round with no maximum, and the Choirmaster reassembles a shattered soldier from its own sherds once per round as a bonus action — the sherd terrain works against the party twice over. DCs +3
DM Notes

Creature Cards

Both belong to Clay & Marble (W16) and recur across the deck, so the numbers live in the bestiary. The wake clock, the rank-checking, and the rod are this room's.

Shared across rooms, so the full cards live in the bestiary: Terracotta Soldier, Choirmaster of the Plinth. Every mention above opens the numbers here on this page.

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