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46

Field of Standing Spears

RoomGauntletMediumSown Bones (W01)3 exits
Illustration: Room 46 — Field of Standing Spears

The floor of this cavern has been ploughed. Long straight furrows run away from you into the dark, and out of the furrows, at even intervals, stand men — buried to the waist, arms up, each holding a spear so long it wants two hands and a braced heel. They are bone and bronze and they have been standing here a very long time.

Nothing moves. Then, four rows in, one head turns to follow you, the way a sunflower turns.

DM summary. Nine spearmen planted in rows who cannot take a single step, and sixty feet of open field to cross under their reach. The fight is entirely about which furrow you walk down.

Terrain & Features

Battle-map thumbnail: The Ashfield

Battle map: The Ashfield — pages 11 & 12, 110 × 75 ft

The ashfield reads as the dark cavern floor at 90 × 60 ft: rule the six east–west furrows 8 ft apart, dot the nine planted spearmen in their staggered grid, and leave the northernmost furrow a stubble of broken shafts.

Encounter

Medium · Sown Bones (W01) · Budget at APL 9: 6,600 XP

Six bodies, none of which can chase you, in a room that is sixty feet of open ground.

Count Creature XP each
3Bronze-Tooth Hoplite700
3Bone Archer of the Sown Field450

Base 3,450 XP; ×2 for six bodies = 6,900 adjusted, against the APL 9 Medium budget of 6,600 — 300 hot, and the archers on the ridge are where that overage sits. This is a forced fight and one of the deck's Medium rooms: the party is expected to walk into it, take some hits, and win. Do not soften it and do not apologise for it.

The other three. Nine spearmen are planted. Only three are animate; the other six are exactly what they look like, which is dead men holding sticks. A character adjacent to one can tell the difference (Perception DC 12, or free when it fails to react to being touched). Until they check, the party has to treat all nine as live, and that uncertainty is the room's real tax.

Round 1. The three animate hoplites do not act until something enters their reach — they have nothing else to do and no way to close. The three Bone Archers on the ridge shoot on initiative from 70 ft, targeting whoever is furthest forward. The archers are the encounter; the spearmen are the terrain.

Tactics. The archers will not come down off the ridge and will not fight in melee: at 5 ft they drop the bow, back up, and die badly. The planted hoplites attack anything in reach, do not move, and cannot be flanked in any meaningful sense — but a creature that steps in and stays inside 5 ft is inside the spear and has advantage against it. Say that out loud the first time a player closes; it is the room's lesson and it should be learned in play, not by a check.

Nothing here pursues. Nothing here can.

Traps / Puzzles / Checks

Reading the field. One Investigation DC 14 from the doorway, taking a minute, tells the party which three are animate — the earth around a live one is loose and freshly turned. This is the room's whole optional advantage and it is worth handing out generously.

Digging one out is possible and pointless: Athletics DC 15 and two rounds to lever a planted hoplite free, at which point it topples and thrashes and cannot stand. A party that works this out has found a legitimate way to remove a spear from the field, and it costs them two rounds under archery to do it.

Exits

AObviousThe arch at the west end, at floor level, past the last furrow. No check.
BHiddenA drain at the end of the reaped furrow, where whoever harvested the northern row dragged their haul out. Investigation DC 14, or free to anyone who walks the reaped furrow to its end.Rider: you leave along a groove full of bone-meal and old chaff, and you arrive in the next room having seen the floor first — the party may choose its own marching order on arrival rather than the DM asking who is in front.
CConditionalThe stair at the north corner of the ridge and the door behind it. Requires the ridge, which means dealing with the archers.Rider: you leave high, with a bow you did not have before — one Bone Archer's bow and eleven arrows, which do not count as loot and will not survive much use.
Loot

None. Everything in this field was planted with what it was buried with: one-piece cast spearheads too brittle to keep, and no coin, because whoever sowed this row took the purses first.

If your party spends ten minutes searching, tell them exactly that. A room with nothing in it is part of the deck's economy — 45 of the 100 rooms give nothing, and the ones that do are worth more for it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two hoplites and two archers; five planted decoys instead of six. All DCs −2
9As written
12Four hoplites, four archers, and one Dragon-Tooth Serjeant on the ridge who can move and does. DCs +1
15Five hoplites, four archers, a Serjeant, and the field re-sows: at the end of every third round, one of the six decoys wakes. DCs +3, and the party should be told after the first one that this is now a room they want to leave
DM Notes

Creature Cards

Both belong to Sown Bones (W01) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Bronze-Tooth Hoplite, Bone Archer of the Sown Field. Every mention above opens the numbers here on this page.

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