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45

The Bellows Gallery

RoomPuzzle RoomDaedalan Automata (W03)3 exits
Illustration: Room 45 — The Bellows Gallery

Four great bellows stand along the wall of this gallery like sleeping animals, each one taller than a man, each with a bronze handle worn bright by use. Their hoses run up into the ceiling and away. The far wall is shut by a bronze iris — four overlapping petals, closed to a seam, warm to the hand.

A ribbon is tied to the centre of the iris. It is lifting and falling in a draft you can feel on the back of your neck. Something in this building is still breathing, and it is doing it somewhere else.

DM summary. A pressure lock with four inputs and one right order, and the order is written on the room three separate ways. No creature here will do anything; the only thing you can lose is time, skin, and quiet.

Terrain & Features

Battle-map thumbnail: The Processional

Battle map: The Processional — page 26, 55 × 75 ft (one half of The Temple Approach)

The processional is the bellows gallery: its inlaid floor band is the compass rose, ready-made. Draw the four bellows along the south wall with their wind-glyphs and the 8-ft iris at the west end.

Traps / Puzzles / Checks

The lock. The iris opens when the four bellows are pumped in the correct order, one after another, with no more than six seconds between them. Any wrong order resets it.

The correct order is Euros, Notos, Zephyros, Boreas — start with the wind you can feel, then follow the sun. The room says so three times:

Clue How they get it
The ribbonIt flutters from the east: the draft in this gallery comes in at the door. Perception DC 10, or free if anyone mentions the ribbon. This gives them the starting bellows
The compass roseThe sun's arc scored east → south → west across the floor. Investigation DC 12 to read it as an instruction rather than decoration. This gives them the direction of travel
The SentinelIts hand is on Euros and its face is turned to Notos: it froze one step into the sequence. Investigation DC 13, and this clue alone is enough for a player who thinks about what the posture means

Any one of the three plus a guess gets there. Two of the three make it certain. A party that pumps the four in the order they are mounted along the wall gets it right by accident — let them, and let them never know how lucky they were.

Getting it wrong. The pipes shriek — a rising note that carries a long way through this part of the maze — and the handles lock for one minute.

The fallback (every puzzle has one):

Solved state. The iris opens with a sound like a held breath released, and the gallery's draft reverses: warm air now comes out of the iris and past the party toward the door. It stays open. Exit B is available to everyone, including anything that comes in behind them.

Exits

AObviousThe low service door in the north wall, standing ajar, with a step down. No check. It is a plain corridor and it costs nothing but the satisfaction of having solved anything.
BConditionalThe iris. Opens on the solved sequence, or on the fallback.Rider: you leave on a warm updraft with soot on your hands and the smell of a working forge in your clothes — for one room, any creature that keys on the smell of the workshops (the automata warband especially) treats you as staff and does not act on the first round of seeing you.
CHiddenThe hose crawl: one of the four bellows-hoses has perished at the elbow and the duct behind it is big enough to take a person. Investigation DC 15, and it can only be entered after that bellows is pumped at least once (the perished elbow blows out under pressure and reveals itself).Rider: you arrive in the next room out of a ceiling duct, which means you arrive above whatever is in it — the party is not surprised, and takes the first round from height.
Loot

None. This is a machine room, not a store room. The lamps are sealed, the bellows are bolted, and the Sentinel is worth a fortune and weighs eleven hundred pounds.

A player who spends ten minutes and a Investigation DC 14 stripping the Sentinel's verdigris finds a maker's stamp and a serial number. That is not loot. It is better, and see the clue drip.

Scaling — APL 6 / 12 / 15
APL Adjustment
6All DCs −2. The ribbon clue is given free on entry, and the relief valve does 2d10 but only on the third wrong order
9As written
12DCs +1. Five bellows and five petals, and the fifth wind — Kaikias, north-east — goes between Boreas and Euros, which a player has to work out from the rose's eight points. Relief valve 4d10
15DCs +3, five bellows, and the sequence must be completed in four consecutive rounds or it resets — which turns the puzzle into a positioning problem, because nobody can be at two bellows at once. Relief valve 4d10 and the cone covers 20 ft
DM Notes

Creature Cards

The Sentinel in the corner is inert scenery and its numbers are only here in case your table insists on testing that. It belongs to Daedalan Automata (W03) and recurs across the deck, so the card lives in the bestiary.

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

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