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48

Chapel of the Iron Wave

RoomTrap RoomHardDeep Water Kin (W14)3 exits
Illustration: Room 48 — Chapel of the Iron Wave

A chapel, and older than the maze around it: four columns, a stone altar, and along the walls a carved relief of a wave that runs the whole length of the room and never breaks. The floor is wet. So are the columns, to a line about level with your chest, and above that line the stone is dry and salt-white.

A bronze bell hangs in a cage above the altar. As you watch, with nobody near it, it strikes once. Somewhere under the floor, water starts to move.

DM summary. A tidal chapel on a strict five-round cycle, with a bell that counts the cycle out loud. The drowned in here fight better as the water rises, so the room is a race against a clock the party can hear.

Terrain & Features

Battle-map thumbnail: The Pillared Sanctum

Battle map: The Pillared Sanctum — page 36, 55 × 75 ft (one half of The Hall and the Sanctum)

The pillared sanctum is the chapel: the altar is printed, the four nearest columns are the rung-fitted ones. Shade the water line as it climbs — dry-erase was made for a rising tide — and chalk the bell cage 15 ft over the altar.

Encounter

Hard · Deep Water Kin (W14) · Budget at APL 9: 9,600 XP

Five bodies that want the water to keep rising, and it will.

Count Creature XP each
4Drowned Hoplite700
1Siren of the Sunken Court1,800

Base 4,600 XP; ×2 for five bodies = 9,200 adjusted, against the APL 9 Hard budget of 9,600. The tide is not in that number. A party still fighting at the five-strike is fighting a Deadly encounter and should be told so by the bell.

Round 1. The drowned are lying on the floor, waterlogged and slack, and look like four more drowned men in a chapel full of them. They stand at the two strike — knee depth, when they stop being slow. The Siren is already on the bell frame, out of the water, and she starts singing at the top of round 1 whether anyone has noticed her or not.

Tactics. Drowned Hoplites are slow on land and fast in water: at ankle depth they are half speed and easy; from waist depth up they are the fastest things in the room and they grapple to drag targets to the flooded west end. The Siren's song pulls one target per round toward the deepest water — she never enters it herself and she will not come off the frame. Kill or silence the Siren and the encounter loses its direction; the drowned will keep grappling but they have no plan to serve.

Nothing follows the party out of the chapel; the drowned cannot climb the three steps at the east end at any water level.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross on the one strike

Fifty feet at ankle depth, from the east steps to the west door, with the bell telling you exactly how long you have.

  • The window: two rounds, rounds 1 and 2 of the cycle. A party moving at full speed makes it if they do not stop, and Athletics or Acrobatics DC 12 covers anyone who has to get past the altar at speed.
  • Success: the party is at the west door before the drowned finish standing up. No initiative, or one round of it and then a closed door behind them.
  • One failure: somebody goes down in the knee-deep water and loses their movement. The party can leave them, come back for them, or hold the door — a genuinely good three-second decision.
  • Two failures: the party is mid-room at the three strike with four drowned standing. That is the fight, and it is now happening in waist-deep water.
  • The cost of trying and stopping: if the party turns back to the east steps they can withdraw to the corridor at no cost but a wandering-threat roll. The chapel keeps its tide and its offerings.
Bypass — Take the bell frame and let it flood

The frame is above the high-water line and the drowned cannot climb.

  • Getting up: Athletics DC 12 on the column rungs plus Acrobatics DC 13 along the frame. Six people fit.
  • What it costs: the Siren is up there. She is one creature, on a narrow iron frame, against a whole party — this is the fight the party wants, and it is worth 1,800 XP rather than 9,200.
  • Waiting it out: the tide cycles endlessly, so waiting gains nothing on its own. What the frame buys is the bell rope shaft (exit C) and a dry, safe vantage from which to work out that the sluice exists.
  • Failure on the crawl: a fall into whatever depth the water is at. At the four or five strike that is a fall into four drowned hoplites, and it is the worst outcome available in this room. Do not let a player attempt the crawl at high water without saying so first.

Traps / Puzzles / Checks

The tide, and the bell that counts it. The cycle is five rounds long, it runs continuously from the moment the party enters, and the bell strikes once at the top of each round — so the table always knows what round of the cycle it is without asking.

Round Bell Water Effect
1One strikeDraining, ankle deepNo effect. This is the window
2Two strikesKnee deepDifficult terrain for Medium creatures
3Three strikesWaist deepDifficult terrain; ranged attacks into or out of the water at disadvantage
4Four strikesChest deepMovement is a swim (Athletics DC 12 to move at half speed); Small creatures swim or drown
5Five strikesFull, ceiling to floor at the west end, 3 ft of air at the eastHold your breath. Anyone who cannot must make a Constitution save DC 13 each round or begin suffocating

Then it drains, and the bell strikes once, and it starts again. It does not stop. Nothing in this room turns off the tide except the sluice.

Exits

AObviousThe west door, opposite the party, standing open at the top of two steps. No check. It is thirty feet of chapel away, and the chapel is the problem.
BConditionalThe sluice tunnel, once the grate is unbolted (Athletics DC 13) and the sluice is jammed open.Rider: you leave through the drain, soaked in cold salt water — for one room you have resistance to fire damage and disadvantage on Stealth, because you are audibly dripping.
CHiddenThe bell rope runs up from the frame into a shaft in the ceiling, and the shaft is a person wide. Investigation DC 15 from the frame.Rider: you arrive in the next room by rope from the ceiling, quietly, and the party may take one free Perception check before anything reacts to them.
Loot

One roll on the loot table, from the offering slot under the altar's west face.

The condition is the tide: the slot is only reachable at ankle or knee depth (the one or two strike), and it takes a full round of a character's action to work the offerings out with a hand or a knife. That means somebody spends the crossing window on treasure instead of distance, which is the trade the room is built to offer.

The bell is bronze, valuable, and weighs six hundred pounds. Let a player try.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three drowned, no Siren. The cycle is six rounds and stops at chest depth — nobody drowns at APL 6 in this room. DCs −2
9As written
12Six drowned and a Scyllan Horror in the flooded west end that only fights from waist depth up. Cycle is four rounds. DCs +1
15Six drowned, a Scyllan Horror, and the Siren sings from the shaft above the bell where she cannot be reached at all. Cycle is four rounds and the full-water round lasts two. DCs +3
DM Notes

Creature Cards

Both belong to Deep Water Kin (W14) 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: Drowned Hoplite, Siren of the Sunken Court. Every mention above opens the numbers here on this page.

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