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59

The Counting Room

RoomPuzzle Room2 exits
Illustration: Room 59 — The Counting Room

A small square room, and every inch of every wall is scratched with tally marks. Not decoration — accounting. Groups of five, in bands, in courses, tens of thousands of them, made by many different hands over a very long time and all of them counting the same thing, whatever it is.

In the middle of the floor stands a waist-high stone board with a hundred shallow sockets in it and a bowl of white pebbles beside it. In the north wall, behind the board, is a bronze door with no handle and a toothed wheel set into it, and around the wheel are numbers: one to a hundred.

DM summary. A surveyor's depth-lock that opens for a party willing to say honestly how far into the maze they have come. It is the only room in the deck that asks the players a question about their own session.

Terrain & Features

Battle map: custom map. A 20 × 20 ft counting closet — sketch it; the walls' tally marks are handouts, not terrain. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The lock wants a number, and the number is real. It is the count of rooms the party has entered this session, including this one — the DM's scratch list of rolled results, plus the Beginning if the party wants to argue for it, plus this room.

The reward for a correct count. In the niche behind the door, on a shelf: a surveyor's tally-board — a hinged wooden diptych, ruled in columns, filled in by somebody methodical for thirty-one chambers and then stopped. Hand the party the following, out of character, honestly, in these words:

That is the whole reward. There is no treasure in here.

Exits

AObviousThe low doorway the party came in by is not the only one at floor level: a second, identical opening in the south wall stands uncounted and open. No check. It costs nothing and gives nothing.
BConditionalThe bronze door and the narrow stair behind it, which opens on the correct count or the fallback.Rider: you leave up a surveyor's stair with a tally-board in your hands, and for the rest of the session the party may name the count of rooms they have entered at any time and be correct — which sounds like nothing until the maze asks them again.
Loot

None. A counting room has nothing in it worth carrying but the tally-board, and the tally-board is knowledge rather than treasure: it consumes no d100 slot and it is worth more than most rolls.

The forty white pebbles are worth nothing. Players will take them anyway. Let them; a handful of counting stones is a fine thing to have in a maze, and at least one party in the world will use them to solve a room you have not written yet.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Fallback DCs −2 (Thieves' Tools 14, Athletics 15), and the inscription is bluntly worded: "how many rooms have you entered?" The count itself does not scale — it is whatever the party's run has been
9As written
12Fallback DCs +1. The wheel wants the count and the depth in cubits, which the plumb shaft and the tally-board give between them — two numbers, and the second one requires actually dropping the line
15Fallback DCs +3, and the room lies once: the freshest band on the east wall has been pre-marked with two extra tallies, so a party that tries to count the wall instead of counting their own session gets it wrong. The honest answer is still the honest answer
DM Notes
← Room 58 Deck tables Room 60 → Room 59 of 100